Connection, meaning, and distraction: A qualitative study of video game play and mental health recovery in veterans treated for mental and/or behavioral health problems

Connection, meaning, and distraction: A qualitative study of video game play and mental health recovery in veterans treated for mental and/or behavioral health problems
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DOI:
10.1016/j.socscimed.2018.08.044
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发表时间:
2018-11-01
影响因子:
5.4
通讯作者:
Latkin, Carl
Latkin, Carl
中科院分区:
医学2区
文献类型:
--
作者:
Carras, Michelle Colder;Kalbarczyk, Anna;Latkin, Carl

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基本原理:心理和行为健康恢复不仅包括与症状改善有关的概念,还包括参与有助于健康和有意义生活的活动。电子游戏可以缓解压力,提供一种联系的方式,这对退伍军人来说可能尤其重要。目的:我们通过对20名正在接受心理或行为健康问题治疗的美国退伍军人的游戏习惯进行探索性主题分析,研究退伍军人如何使用电子游戏来促进他们的心理和行为健康恢复。方法:我们在2016年进行了半结构化访谈,并使用框架分析方法来确定将视频游戏与心理和行为健康恢复联系起来的突出主题。结果:资深参与者报告称,视频游戏不仅有助于管理情绪和压力,还有助于与其他方面相关的三个领域的恢复:适应性应对(例如分心,控制,症状替代); eudaimonic幸福(信心,洞察力,角色功能);和社交(参与,支持,兄弟情谊)。从游戏叙事和角色中获得的意义,令人兴奋或平静的游戏,以及联系,交谈和领导他人的机会被认为是游戏的好处。回答往往与军事或退伍军人的经历密切相关。有时,过度使用游戏会导致生活问题或感觉上瘾,但一些残疾退伍军人认为极限游戏的好处超过了这些问题。结论:视频游戏似乎为一些退伍军人提供了一种有效的“个人药物”,可以促进康复。虽然游戏的原因和结果可能在个体内部和个体之间有所不同,但临床医生可能希望与患者讨论视频游戏,以帮助患者优化游戏的使用,以支持恢复。
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.