| Literature DB >> 31890628 |
Penelope Strauss1,2, Helen Morgan1,3, Dani Wright Toussaint1, Ashleigh Lin1, Sam Winter4, Yael Perry1.
Abstract
BACKGROUND: Trans and gender diverse (TGD) young people are at high risk for mental health difficulties. Previous research has shown that three in four TGD young people have been diagnosed with an anxiety disorder and/or depression and almost one in two have attempted suicide. TGD young people experience barriers to traditional mental health services, commonly faced with inexperienced providers and discrimination. Video and computer games, as well as online spaces, are sources of resilience for TGD young people. Digital mental health interventions are a feasible, but understudied, approach to consider for this population.Entities:
Keywords: Digital health; Game-based mental health interventions; LGBT; LGBT+, Lesbian, gay, bisexual, trans (transgender) and more diverse gender and sexualities; MMO, Massively multiplayer online; Serious games; TGD, Trans and/or gender diverse; Trans and gender diverse; Video games; Youth
Year: 2019 PMID: 31890628 PMCID: PMC6926275 DOI: 10.1016/j.invent.2019.100280
Source DB: PubMed Journal: Internet Interv ISSN: 2214-7829
Experiences contributing to mental health difficulties.
| Theme | Subthemes |
|---|---|
| Experiences contributing to mental health difficulties | Inexperienced navigation of online spaces Social media and online information Negative encounters online Adaptive processing of online spaces Glorification of mental health difficulties Transphobia and internalized transphobia General public education about LGBT+ identities Media General treatment of TGD people Lack of family and community support Lack of access to suitable community org support Addicted to games No representation of gender Additional pressures on teenage years because of gender Suppression of exploration of gender identity Lack of access to suitable services Stereotypes and negativity about TGD people Isolation from people who understand Bullying Fan-fiction |
Subthemes are listed in order of prevalence.
Current supports used for mental health.
| Theme | Subthemes |
|---|---|
| Online and digital supports and mental health coping strategies | Online diversionary activities Apps Online mental health resources Online support networks Online support network through massively multiplayer online game and other game forums Gaming Online information Being “out” online and expressing self Importance of internet Hearing other people's stories |
| Face-to-face supports and mental health coping strategies | Professional support and resources Diversionary activities Peer support |
Subthemes are listed in order of prevalence.
Attitudes towards digital mental health interventions and online resources.
| Theme | Subthemes |
|---|---|
| Uncertainty about suitability and integrity of online resources | Responsive and responsible moderation Difficulty finding good-quality, suitably-pitched online resources Social media inclusiveness Importance of lived experience of authors and creators Social media is overly inclusive (too many options) |
| Preferred features of digital mental health intervention delivery | Accessibility and flexible delivery modalities Sound integrity of resource Delivered in a game format Transferable mental health content Ability to personalise resources Supportive and inclusive of TGD identities Should educate public |
| Preferred timing of delivery of mental health intervention | Prevention over treatment Both prevention and treatment Treatment over prevention |
Subthemes are listed in order of prevalence.
Advantageous and unfavourable aspects of games.
| Theme | Subthemes |
|---|---|
| Aspects of games that are advantageous | Should be discretely about mental health Ability to play as and express affirmed gender Functionality requirements Importance of characters and storyline Teaching mental health management skills Trigger warnings Sense of achievement LGBT+ content Positive messaging Autonomy Cathartic violence Enduring positive aspect of games Games keep you focused Broadly applicable games Escapism Personalised Games as artforms Role-playing games Finding peers and likeminded individuals Should be specifically about mental health |
| Aspects of games that are unfavourable | Not inclusive of gender and sexual diversity Issues with game functionality and design Violence Inappropriate content Self-deprecation and inability to do well Triggering to mental health Lack of autonomy LGBT+ stereotypes and ingenuine representation Addictive nature of games Domination by intolerant demographic groups Toxicity and pressure of team massively multiplayer online games Help information not Australian Contaminating nature of phobic attitudes |
Subthemes are listed in order of prevalence.