Literature DB >> 30257787

Connection, meaning, and distraction: A qualitative study of video game play and mental health recovery in veterans treated for mental and/or behavioral health problems.

Michelle Colder Carras1, Anna Kalbarczyk2, Kurrie Wells3, Jaime Banks4, Rachel Kowert5, Colleen Gillespie6, Carl Latkin7.   

Abstract

RATIONALE: Mental and behavioral health recovery includes concepts related not just to symptom improvement, but also to participating in activities that contribute to wellness and a meaningful life. Video game play can relieve stress and provide a way to connect, which may be especially important for military veterans.
OBJECTIVE: We examined how military veterans used video game play to further their mental and behavioral health recovery by conducting an exploratory thematic analysis of the gaming habits of 20 United States military veterans who were in treatment for mental or behavioral health problems.
METHOD: We conducted semi-structured interviews in 2016 and used a framework analytic approach to determine salient themes linking video gaming to mental and behavioral health recovery.
RESULTS: Veteran participants reported that video games helped not only with managing moods and stress, but also with three areas related to other aspects of recovery: adaptive coping (e.g. distraction, control, symptom substitution); eudaimonic well-being (confidence, insight, role functioning); and socializing (participation, support, brotherhood). Meaning derived from game narratives and characters, exciting or calming gameplay, and opportunities to connect, talk, and lead others were credited as benefits of gaming. Responses often related closely to military or veteran experiences. At times, excessive use of games led to life problems or feeling addicted, but some veterans with disabilities felt the advantages of extreme play outweighed these problems.
CONCLUSION: Video games seem to provide some veterans with a potent form of "personal medicine" that can promote recovery. Although reasons and results of gaming may vary within and among individuals, clinicians may wish to discuss video game play with their patients to help patients optimize their use of games to support recovery.
Copyright © 2018 Elsevier Ltd. All rights reserved.

Entities:  

Keywords:  Mental health recovery; Self-management; Social support; Substance use disorders; Suicide; United States; Veterans; Video games

Mesh:

Year:  2018        PMID: 30257787      PMCID: PMC6193255          DOI: 10.1016/j.socscimed.2018.08.044

Source DB:  PubMed          Journal:  Soc Sci Med        ISSN: 0277-9536            Impact factor:   4.634


  44 in total

1.  Prevalence and correlates of suicidal ideation and suicide attempts among veterans in primary care referred for a mental health evaluation.

Authors:  Lisham Ashrafioun; Wilfred R Pigeon; Kenneth R Conner; Shirley H Leong; David W Oslin
Journal:  J Affect Disord       Date:  2015-09-28       Impact factor: 4.839

2.  Coping With Suicidal Thoughts: A Survey of Personal Experience.

Authors:  Gregory E Simon; Cynthia Specht; Allen Doederlein
Journal:  Psychiatr Serv       Date:  2016-06-01       Impact factor: 3.084

Review 3.  Treating PTSD Within the Context of Heightened Suicide Risk.

Authors:  Craig J Bryan
Journal:  Curr Psychiatry Rep       Date:  2016-08       Impact factor: 5.285

4.  Mindfulness Broadens Awareness and Builds Eudaimonic Meaning: A Process Model of Mindful Positive Emotion Regulation.

Authors:  Eric L Garland; Norman A Farb; Philippe Goldin; Barbara L Fredrickson
Journal:  Psychol Inq       Date:  2015-11-24

5.  A Virtual Hope Box smartphone app as an accessory to therapy: proof-of-concept in a clinical sample of veterans.

Authors:  Nigel E Bush; Steven K Dobscha; Rosa Crumpton; Lauren M Denneson; Julia E Hoffman; Aysha Crain; Risa Cromer; Julie T Kinn
Journal:  Suicide Life Threat Behav       Date:  2014-05-15

6.  What might interrupt men's suicide? Results from an online survey of men.

Authors:  Fiona L Shand; Judy Proudfoot; Michael J Player; Andrea Fogarty; Erin Whittle; Kay Wilhelm; Dusan Hadzi-Pavlovic; Isabel McTigue; Michael Spurrier; Helen Christensen
Journal:  BMJ Open       Date:  2015-10-15       Impact factor: 2.692

7.  Scholars' open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal.

Authors:  Espen Aarseth; Anthony M Bean; Huub Boonen; Michelle Colder Carras; Mark Coulson; Dimitri Das; Jory Deleuze; Elza Dunkels; Johan Edman; Christopher J Ferguson; Maria C Haagsma; Karin Helmersson Bergmark; Zaheer Hussain; Jeroen Jansz; Daniel Kardefelt-Winther; Lawrence Kutner; Patrick Markey; Rune Kristian Lundedal Nielsen; Nicole Prause; Andrew Przybylski; Thorsten Quandt; Adriano Schimmenti; Vladan Starcevic; Gabrielle Stutman; Jan Van Looy; Antonius J Van Rooij
Journal:  J Behav Addict       Date:  2016-12-30       Impact factor: 6.756

8.  A weak scientific basis for gaming disorder: Let us err on the side of caution.

Authors:  Antonius J van Rooij; Christopher J Ferguson; Michelle Colder Carras; Daniel Kardefelt-Winther; Jing Shi; Espen Aarseth; Anthony M Bean; Karin Helmersson Bergmark; Anne Brus; Mark Coulson; Jory Deleuze; Pravin Dullur; Elza Dunkels; Johan Edman; Malte Elson; Peter J Etchells; Anne Fiskaali; Isabela Granic; Jeroen Jansz; Faltin Karlsen; Linda K Kaye; Bonnie Kirsh; Andreas Lieberoth; Patrick Markey; Kathryn L Mills; Rune Kristian Lundedal Nielsen; Amy Orben; Arne Poulsen; Nicole Prause; Patrick Prax; Thorsten Quandt; Adriano Schimmenti; Vladan Starcevic; Gabrielle Stutman; Nigel E Turner; Jan van Looy; Andrew K Przybylski
Journal:  J Behav Addict       Date:  2018-03-13       Impact factor: 6.756

9.  The US framework for understanding, preventing, and caring for the mental health needs of service members who served in combat in Afghanistan and Iraq: a brief review of the issues and the research.

Authors:  Carl Andrew Castro
Journal:  Eur J Psychotraumatol       Date:  2014-08-14

10.  Video Games as a Potential Modality for Behavioral Health Services for Young Adult Veterans: Exploratory Analysis.

Authors:  Sean Grant; Asya Spears; Eric R Pedersen
Journal:  JMIR Serious Games       Date:  2018-07-26       Impact factor: 4.143

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  7 in total

1.  Positive mental well-being and immune transcriptional profiles in highly involved videogame players.

Authors:  Jeffrey G Snodgrass; Michael G Lacy; H J François Dengah; Evan R Polzer; Robert J Else; Jesusa M G Arevalo; Steven W Cole
Journal:  Brain Behav Immun       Date:  2019-07-31       Impact factor: 7.217

2.  Pathologic Use of Video Games and Motivation: Can the Gaming Motivation Scale (GAMS) Predict Depression and Trait Anxiety?

Authors:  Sara Peracchia; Fabio Presaghi; Giuseppe Curcio
Journal:  Int J Environ Res Public Health       Date:  2019-03-20       Impact factor: 3.390

3.  Habits and Attitudes of Video Gaming and Information Technology Use in People with Schizophrenia: Cross-Sectional Survey.

Authors:  William Th Choi; Dan Ks Yu; Terry Wong; Tella Lantta; Min Yang; Maritta Välimäki
Journal:  J Med Internet Res       Date:  2020-07-22       Impact factor: 5.428

4.  Play the Pain: A Digital Strategy for Play-Oriented Research and Action.

Authors:  Najmeh Khalili-Mahani; Eileen Holowka; Sandra Woods; Rilla Khaled; Mathieu Roy; Myrna Lashley; Tristan Glatard; Janis Timm-Bottos; Albert Dahan; Marieke Niesters; Richard B Hovey; Bart Simon; Laurence J Kirmayer
Journal:  Front Psychiatry       Date:  2021-12-15       Impact factor: 4.157

5.  Draconian policy measures are unlikely to prevent disordered gaming.

Authors:  Michelle Colder Carras; Vasileios Stavropoulos; Frosso Motti-Stefanidi; Alain Labrique; Mark D Griffiths
Journal:  J Behav Addict       Date:  2021-11-10       Impact factor: 6.756

6.  Playing Pokemon Go: Increased Life Satisfaction Through More (Positive) Social Interactions.

Authors:  Tanja S H Wingenbach; Yossi Zana
Journal:  Front Sports Act Living       Date:  2022-07-08

Review 7.  Efficacy, Effectiveness, and Quality of Resilience-Building Mobile Health Apps for Military, Veteran, and Public Safety Personnel Populations: Scoping Literature Review and App Evaluation.

Authors:  Melissa Voth; Shannon Chisholm; Hannah Sollid; Chelsea Jones; Lorraine Smith-MacDonald; Suzette Brémault-Phillips
Journal:  JMIR Mhealth Uhealth       Date:  2022-01-19       Impact factor: 4.773

  7 in total

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