Literature DB >> 31001790

Smartphone and video game use and perceived effects in a community mental health service.

Roberta Rowntree1, Larkin Feeney2.   

Abstract

BACKGROUND: Gaming is a growing area and there are conflicting reports on its harms and benefits. There is also increasing interest in the use of gaming clinically. AIMS: This research aims to enhance our understanding of video and smartphone game use, and perceptions, among outpatients attending an Irish general adult mental health service.
METHODS: An anonymised, opportunistic survey of outpatients attending an Irish general adult mental health service was completed. Respondents were self-selecting and self-administering of the survey.
RESULTS: The response rate was 13% (n = 93). Younger patients were significantly more likely to own a smartphone (p = 0.00). Those who played videogames were significantly younger than those who did not (p = 0.00). Younger age groups were significantly more likely to have heard of (p = 0.00), and used (p = 0.01), Pokémon GO. Over 19% (n = 18) of respondents played video games. Nearly 24% (n = 16) of those with a smartphone played games on it daily. No respondents reported specifically using games for health reasons. The two individuals who found Pokémon GO usage increased their exercise levels, also reported mental health benefits from it. Individuals' gaming use and age did not significantly impact on whether they were positive or negative in their opinions towards video and smartphone games.
CONCLUSIONS: There is an opportunity to deliver interventions to Irish mental health service outpatients through smartphone and video games. Our small study suggests this to be underutilised currently. As more frequent users, perhaps younger individuals would most benefit from gamification of interventions and the use of existing games that have possible physical and mental health benefits. This requires further research.

Entities:  

Keywords:  Mental health; Outpatient; Pokémon GO; Psychiatry; Smartphone; Video game

Mesh:

Year:  2019        PMID: 31001790     DOI: 10.1007/s11845-019-02016-5

Source DB:  PubMed          Journal:  Ir J Med Sci        ISSN: 0021-1265            Impact factor:   1.568


  27 in total

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Review 2.  The benefits of playing video games.

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3.  A randomized controlled pilot study of CBT-I Coach: Feasibility, acceptability, and potential impact of a mobile phone application for patients in cognitive behavioral therapy for insomnia.

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4.  The effect of social support derived from World of Warcraft on negative psychological symptoms.

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Journal:  Cyberpsychol Behav       Date:  2009-10

5.  Problematic video game use: estimated prevalence and associations with mental and physical health.

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Journal:  Cyberpsychol Behav Soc Netw       Date:  2011-02-22

Review 6.  Role of video games in improving health-related outcomes: a systematic review.

Authors:  Brian A Primack; Mary V Carroll; Megan McNamara; Mary Lou Klem; Brandy King; Michael Rich; Chun W Chan; Smita Nayak
Journal:  Am J Prev Med       Date:  2012-06       Impact factor: 5.043

Review 7.  The use of electronic games in therapy: a review with clinical implications.

Authors:  H Lynn Horne-Moyer; Brian H Moyer; Drew C Messer; Elizabeth S Messer
Journal:  Curr Psychiatry Rep       Date:  2014-12       Impact factor: 5.285

Review 8.  Videogames and Therapy: A Narrative Review of Recent Publication and Application to Treatment.

Authors:  Gilbert E Franco
Journal:  Front Psychol       Date:  2016-07-14

9.  Serious Games and Gamification for Mental Health: Current Status and Promising Directions.

Authors:  Theresa M Fleming; Lynda Bavin; Karolina Stasiak; Eve Hermansson-Webb; Sally N Merry; Colleen Cheek; Mathijs Lucassen; Ho Ming Lau; Britta Pollmuller; Sarah Hetrick
Journal:  Front Psychiatry       Date:  2017-01-10       Impact factor: 4.157

10.  CBT for depression: a pilot RCT comparing mobile phone vs. computer.

Authors:  Sarah Watts; Anna Mackenzie; Cherian Thomas; Al Griskaitis; Louise Mewton; Alishia Williams; Gavin Andrews
Journal:  BMC Psychiatry       Date:  2013-02-07       Impact factor: 3.630

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Review 1.  Scoping Review of Pokémon Go: Comprehensive Assessment of Augmented Reality for Physical Activity Change.

Authors:  Tom Baranowski; Elizabeth J Lyons
Journal:  Games Health J       Date:  2019-08-06
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