The article explores the use of digital games as interventions for youth mental health, focusing on their effectiveness, stakeholder involvement, and potential ethical concerns. Using a systematic scoping review methodology, the study identifies and evaluates 49 studies testing 32 digital games across different levels of mental health conditions, ranging from prevention to severe and complex conditions.
This course is based on the reading-based online article, Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People’s Mental Health Treatment and Promotion created by Jai L. Shah, MD et al. in 2022.
Publication Date
Volume 4 - 2022 Apr 2022
Course Material Authors
Course Material Authors authored the material only, and were not involved in creating this CE course. They are identified here for your own evaluation of the relevancy of the material this course is based on.
Jai L. Shah, MD
Dr. Shah is Associate Director of the Prevention and Early Intervention Program for Psychosis (PEPP) and an Associate Professor of Psychiatry at McGill University, both in Montreal, Canada. He has engaged in an array of clinical research projects from neurobiology to health services and policy, with a particular focus on stepped care models of mental illness and youth mental health service transformation. His work has been published in multiple peer reviewed journals.
Tiara Totten is a Licensed Clinical Addictions Specialist and Licensed Professional Counselor with more than nine years of experience working
with adolescents and adults utilizing person-centered, motivational interviewing, solution-focused, and cognitive behavioral techniques to help individuals achieve optimal wellness. She has extensive experience in individual therapy, group therapy and supervision and is currently working on her PsyD in clinical psychology.
Recommended For
Counselors, addiction specialists, marriage and family therapists, psychologists and social workers. This course is appropriate for all levels of knowledge.
Course Objectives:
After taking this course, you should be able to:
Discuss the role of digital games in supporting youth mental health, including their effectiveness and potential benefits.
Describe the involvement of stakeholders in the development and evaluation of digital games for mental health interventions.
Evaluate the potential ethical considerations and harm mitigation strategies associated with the use of digital games in clinical settings for youth mental health support.
Availability
This course is available starting Jul 10th, 2024 and expires Dec 30th, 2031
Disclosure to Learners
Disclosure of Relevant Financial Relationships
CE Learning Systems adheres to the ACCME's Standards for Integrity and Independence in Accredited
Continuing Medical Education. Any individuals in a position to control the content of a CE activity –
including faculty, planners, reviewers, or others ― are required to disclose all relevant financial
relationships with ineligible entities (formerly known as commercial interests).
The following relevant financial relationships have been disclosed by this activity's planners, faculty, and
the reviewer:
Planners and Reviewers
The planners of this activity have reported that they have no relevant financial relationships.
Material Authors
Any relevant financial disclosures for course material authors can be found in the article.
Course Creator
Tiara Totten – None to report.
Commercial support
There is no commercial support for this distance-learning course.
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