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

机译:电子游戏作为年轻成年退伍军人行为健康服务的一种潜在方式:探索性分析

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Background Improving the reach of behavioral health services to young adult veterans is a policy priority. Objective The objective of our study was to explore differences in video game playing by behavioral health need for young adult veterans to identify potential conditions for which video games could be used as a modality for behavioral health services. Methods We replicated analyses from two cross-sectional, community-based surveys of young adult veterans in the United States and examined the differences in time spent playing video games by whether participants screened positive for behavioral health issues and received the required behavioral health services. Results Pooling data across studies, participants with a positive mental health screen for depression or posttraumatic stress disorder (PTSD) spent 4.74 more hours per week (95% CI 2.54-6.94) playing video games. Among participants with a positive screen for a substance use disorder, those who had received substance use services since discharge spent 0.75 more days per week (95% CI 0.28-1.21) playing video games than participants who had not received any substance use services since discharge. Conclusions We identified the strongest evidence that participants with a positive PTSD or depression screen and participants with a positive screen for a substance use disorder who also received substance use services since their discharge from active duty spent more time playing video games. Future development and evaluation of video games as modalities for enhancing and increasing access to behavioral health services should be explored for this population.
机译:背景信息提高行为健康服务对年轻成年退伍军人的覆盖范围是一项政策重点。目的我们研究的目的是探讨在视频游戏玩法上年轻成年退伍军人的行为健康需要之间的差异,以确定电子游戏可以用作行为健康服务方式的潜在条件。方法我们从两项针对美国年轻成年退伍军人的社区横断面调查中复制了分析,并通过参与者是否对行为健康问题进行筛查并获得所需的行为健康服务,检查了玩电子游戏的时间差异。结果汇总研究的数据,对抑郁症或创伤后应激障碍(PTSD)拥有积极精神健康筛查的参与者,每周花费4.74小时(95%CI 2.54-6.94)玩电子游戏。在药物滥用障碍筛查呈阳性的参与者中,自出院以来接受过物质使用服务的参与者每周玩电子游戏的时间比自出院以来未获得任何物质使用服务的参与者多花费0.75天(95%CI 0.28-1.21) 。结论我们确定了最有力的证据,即PTSD或抑郁症筛查呈阳性的参与者以及物质使用障碍筛查呈阳性的参与者,也因他们从现役中辞职而获得了毒品使用服务,因此他们花了更多时间玩电子游戏。应探索该人群的未来发展和对视频游戏的评价,以此作为增加和增加获得行为健康服务的方式。

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