Strauss Penelope, Morgan Helen, Wright Toussaint Dani, Lin Ashleigh, Winter Sam, Perry Yael
Telethon Kids Institute & The University of Western Australia, Australia.
School of Population and Global Health, The University of Western Australia, Australia.
Internet Interv. 2019 Sep 5;18:100280. doi: 10.1016/j.invent.2019.100280. eCollection 2019 Dec.
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.
= 14 TGD young people aged 11-18 years were recruited to take part in focus groups as part of a multistage project. The focus groups were transcribed verbatim and analysed using a general inductive thematic analysis approach. This paper reports on their attitudes towards digital games and game-based digital mental health interventions.
Aspects of game-based digital mental health interventions should be inclusive of diverse genders and sexuality, moderated appropriately and include content such as storylines and characters who are of diverse sexualities and/or gender. Participants were of the opinion that games should be preventative rather than treatment-focused; however, considering the high rate of mental health difficulties in this population, interventions should ideally address symptoms along the continuum from sub-clinical to clinical.
跨性别及性别多样化(TGD)的年轻人面临心理健康问题的高风险。先前的研究表明,四分之三的TGD年轻人被诊断患有焦虑症和/或抑郁症,近二分之一的人曾尝试自杀。TGD年轻人在获得传统心理健康服务方面存在障碍,通常会遇到经验不足的服务提供者和歧视。电子游戏、电脑游戏以及网络空间是TGD年轻人恢复力的来源。数字心理健康干预措施对这一人群来说是一种可行但研究不足的方法。
招募了14名年龄在11至18岁之间的TGD年轻人参加焦点小组,作为一个多阶段项目的一部分。焦点小组的内容被逐字记录,并采用一般归纳主题分析方法进行分析。本文报告了他们对电子游戏和基于游戏的数字心理健康干预措施的态度。
基于游戏的数字心理健康干预措施的各个方面应包容不同的性别和性取向,进行适当的调节,并包括诸如具有不同性取向和/或性别的故事情节和角色等内容。参与者认为游戏应该具有预防性而非以治疗为重点;然而,考虑到这一人群中心理健康问题的高发生率,干预措施理想情况下应解决从亚临床到临床连续过程中的症状。