Manuela Ferrari1, Archie Suzanne2,3. 1. Research Associate, Douglas Mental Health University Institute, Montreal, Quebec. 2. Associate Professor, Department of Psychiatry and Behavioural Neurosciences, McMaster University, Hamilton, Ontario. 3. Clinical Director, Cleghorn Early Intervention in Psychosis Program, West 5 Campus, St. Joseph's Healthcare Hamilton, Hamilton, Ontario.
Abstract
OBJECTIVE: Family practitioners face many challenges providing mental healthcare to youth. Digital technology may offer solutions, but the products often need to be adapted for primary care. This study reports on family physicians' perspectives on the relevance and feasibility of a digital knowledge translation (KT) tool, a set of video games, designed to raise awareness about psychosis, marijuana use, and facilitate access to mental health services among youth. METHOD: As part of an integrated knowledge translation project, five family physicians from a family health team participated in a focus group. The focus group delved into their perspectives on treating youth with mental health concerns while exploring their views on implementing the digital KT tool in their practice. Qualitative data was analyzed using thematic analysis to identify patterns, concepts, and themes in the transcripts. RESULTS: Three themes were identified: (a) challenges in assessing youth with mental health concerns related to training, time constraints, and navigating the system; (b) feedback on the KT tool; and, (c) ideas on how to integrate it into a primary care practice. CONCLUSIONS: Family practitioners felt that the proposed video game KT tool could be used to address youth's mental health and addictions issues in primary care settings.
OBJECTIVE: Family practitioners face many challenges providing mental healthcare to youth. Digital technology may offer solutions, but the products often need to be adapted for primary care. This study reports on family physicians' perspectives on the relevance and feasibility of a digital knowledge translation (KT) tool, a set of video games, designed to raise awareness about psychosis, marijuana use, and facilitate access to mental health services among youth. METHOD: As part of an integrated knowledge translation project, five family physicians from a family health team participated in a focus group. The focus group delved into their perspectives on treating youth with mental health concerns while exploring their views on implementing the digital KT tool in their practice. Qualitative data was analyzed using thematic analysis to identify patterns, concepts, and themes in the transcripts. RESULTS: Three themes were identified: (a) challenges in assessing youth with mental health concerns related to training, time constraints, and navigating the system; (b) feedback on the KT tool; and, (c) ideas on how to integrate it into a primary care practice. CONCLUSIONS: Family practitioners felt that the proposed video game KT tool could be used to address youth's mental health and addictions issues in primary care settings.
Entities:
Keywords:
family physician; knowledge translation; psychosis; qualitative research; video game
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