Michelle Colder Carras1, Anna Kalbarczyk2, Kurrie Wells3, Jaime Banks4, Rachel Kowert5, Colleen Gillespie6, Carl Latkin7. 1. Department of Mental Health, Johns Hopkins Bloomberg School of Public Health, 624 N. Broadway St., Baltimore, MD, 21205, USA; A Department of Veterans Affairs Medical Center Within the 'VA Healthcare' Veterans Integrated Service Network 4, USA. Electronic address: M.Carras@pwo.ru.nl. 2. Department of International Health, Johns Hopkins Bloomberg School of Public Health, Baltimore, MD, 21205, USA. Electronic address: akalbarc@jhu.edu. 3. A Department of Veterans Affairs Medical Center Within the 'VA Healthcare' Veterans Integrated Service Network 4, USA. Electronic address: Kurrie.Wells@va.gov. 4. Department of Communication Studies, West Virginia University, Armstrong Hall, 94 Beechurst Ave #108, Morgantown, WV, 26505, USA. Electronic address: jabanks@mail.wvu.edu. 5. Kitsune Analytics, Ottawa, Ontario, Canada. Electronic address: RKowert@gmail.com. 6. A Department of Veterans Affairs Medical Center Within the 'VA Healthcare' Veterans Integrated Service Network 4, USA. Electronic address: Colleen.Koonce@va.gov. 7. Department of Health, Behavior and Society, Johns Hopkins Bloomberg School of Public Health, 624 N. Broadway St., Baltimore, MD, 21205, USA. Electronic address: Carl.Latkin@jhu.edu.
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.
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.
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