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Gender differences in pathways to care for early psychosis.性别差异在早期精神病的治疗途径中。
Early Interv Psychiatry. 2018 Jun;12(3):355-361. doi: 10.1111/eip.12324. Epub 2016 Mar 28.
2
A Randomized Controlled Trial to Test the Effectiveness of an Immersive 3D Video Game for Anxiety Prevention among Adolescents.一项随机对照试验,旨在测试沉浸式3D电子游戏对青少年预防焦虑的有效性。
PLoS One. 2016 Jan 27;11(1):e0147763. doi: 10.1371/journal.pone.0147763. eCollection 2016.
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Association Between Cannabis and Psychosis: Epidemiologic Evidence.大麻与精神病的关联:流行病学证据。
Biol Psychiatry. 2016 Apr 1;79(7):549-56. doi: 10.1016/j.biopsych.2015.08.001. Epub 2015 Aug 12.
4
Pathways to First-Episode Care for Psychosis in African-, Caribbean-, and European-Origin Groups in Ontario.安大略省非洲裔、加勒比裔和欧洲裔群体首次发作精神病的护理途径。
Can J Psychiatry. 2015 May;60(5):223-31. doi: 10.1177/070674371506000504.
5
The effect of the video game Mindlight on anxiety symptoms in children with an Autism Spectrum Disorder.电子游戏《心灵之光》对自闭症谱系障碍儿童焦虑症状的影响。
BMC Psychiatry. 2015 Jul 1;15:138. doi: 10.1186/s12888-015-0522-x.
6
The African, Caribbean and European (ACE) Pathways to Care study: a qualitative exploration of similarities and differences between African-origin, Caribbean-origin and European-origin groups in pathways to care for psychosis.非洲、加勒比和欧洲(ACE)精神疾病治疗途径研究:对非洲裔、加勒比裔和欧洲裔群体在精神病治疗途径方面异同的质性探索。
BMJ Open. 2015 Jan 14;5(1):e006562. doi: 10.1136/bmjopen-2014-006562.
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Using technology to deliver mental health services to children and youth: a scoping review.利用技术为儿童和青少年提供心理健康服务:一项范围综述。
J Can Acad Child Adolesc Psychiatry. 2014 May;23(2):87-99.
8
The waiting room "wait": from annoyance to opportunity.候诊室的“等待”:从烦恼到机遇。
Can Fam Physician. 2013 May;59(5):479-81.
9
In this issue/abstract thinking: game on: is there a role for video games in clinical care?本期/抽象思维:游戏开始:电子游戏在临床护理中能发挥作用吗?
J Am Acad Child Adolesc Psychiatry. 2012 Jul;51(7):661-2. doi: 10.1016/j.jaac.2012.04.009.
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Role of video games in improving health-related outcomes: a systematic review.视频游戏在改善健康相关结果中的作用:系统评价。
Am J Prev Med. 2012 Jun;42(6):630-8. doi: 10.1016/j.amepre.2012.02.023.

青少年心理健康、家庭医疗以及关于精神病的知识转化视频游戏:家庭医生的观点

Youth Mental Health, Family Practice, and Knowledge Translation Video Games about Psychosis: Family Physicians' Perspectives.

作者信息

Ferrari Manuela, Suzanne Archie

机构信息

Research Associate, Douglas Mental Health University Institute, Montreal, Quebec.

Associate Professor, Department of Psychiatry and Behavioural Neurosciences, McMaster University, Hamilton, Ontario.

出版信息

J Can Acad Child Adolesc Psychiatry. 2017 Fall;26(3):184-189. Epub 2017 Oct 1.

PMID:29056980
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC5642457/
Abstract

OBJECTIVE

Family practitioners face many challenges providing mental healthcare to youth. Digital technology may offer solutions, but the products often need to be adapted for primary care. This study reports on family physicians' perspectives on the relevance and feasibility of a digital knowledge translation (KT) tool, a set of video games, designed to raise awareness about psychosis, marijuana use, and facilitate access to mental health services among youth.

METHOD

As part of an integrated knowledge translation project, five family physicians from a family health team participated in a focus group. The focus group delved into their perspectives on treating youth with mental health concerns while exploring their views on implementing the digital KT tool in their practice. Qualitative data was analyzed using thematic analysis to identify patterns, concepts, and themes in the transcripts.

RESULTS

Three themes were identified: (a) challenges in assessing youth with mental health concerns related to training, time constraints, and navigating the system; (b) feedback on the KT tool; and, (c) ideas on how to integrate it into a primary care practice.

CONCLUSIONS

Family practitioners felt that the proposed video game KT tool could be used to address youth's mental health and addictions issues in primary care settings.

摘要

目的

家庭医生在为青少年提供心理保健服务时面临诸多挑战。数字技术或许能提供解决方案,但相关产品通常需要针对初级保健进行调整。本研究报告了家庭医生对一种数字知识转化(KT)工具——一套电子游戏——的相关性和可行性的看法,该工具旨在提高对精神病、大麻使用的认识,并促进青少年获得心理健康服务。

方法

作为一个综合知识转化项目的一部分,来自一个家庭健康团队的五位家庭医生参加了一次焦点小组讨论。该焦点小组深入探讨了他们在治疗有心理健康问题的青少年方面的观点,同时探讨了他们对在实践中应用数字KT工具的看法。使用主题分析法对定性数据进行分析,以识别记录中的模式、概念和主题。

结果

确定了三个主题:(a)在评估有心理健康问题的青少年时面临的挑战,涉及培训、时间限制和系统操作;(b)对KT工具的反馈;以及(c)关于如何将其整合到初级保健实践中的想法。

结论

家庭医生认为,所提议的电子游戏KT工具可用于在初级保健环境中解决青少年的心理健康和成瘾问题。