Game-based interventions can easily disseminate health information to hard-to-reach populations, such as sexual and gender minority youth (SGMY; e.g., gay/lesbian, bisexual, and transgender youth). SGMY disproportionately experience health problems, which have been attributed to greater violence victimization, such as bullying. Nevertheless, few interventions exist to improve health outcomes for bullied SGMY. Since game-based interventions offer economically viable and easily scalable solutions, we explored why bullied SGMY play games, the gaming characteristics they enjoy, and their preferences for future game-based interventions. We conducted semistructured qualitative interviews with 20 14- to 18-year-old U.S.-residing bullied SGMY recruited from social media. We asked participants about their current gaming experiences, preferences, and suggestions for future games and then conducted thematic analysis. The majority of SGMY reported playing games to experience positive feelings associated with higher degrees of agency. Through controlling in-game storyline and character customization settings, SGMY described feeling safe and engaged in game play. In addition, SGMY reported playing games as a distraction from the real world. Coping with stress and other negative emotions was a commonly reported motivation for playing games, as was gleaning happiness independent from stress management. Furthermore, SGMY mentioned using games to connect with people, both in-person and virtually, to develop and maintain friendships. This study highlights specific methods of tailoring games to the interests of bullied SGMY. In addition, our findings are preliminary indicators that SGMY may use games to achieve healthy psychosocial developmental milestones. This study may be integral in informing the development of future game-based interventions for SGMY.
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http://dx.doi.org/10.1089/g4h.2021.0059 | DOI Listing |
Int J Environ Res Public Health
January 2025
Digital Public Health, Department Digital Health Sciences and Biomedicine, School of Life Sciences, University of Siegen, 57076 Siegen, Germany.
The impact of stress on students' well-being and academic success is tremendous. This paper addresses the issue of balancing stress with the realm of a digital educational escape room (deER). This article demonstrates how a deER can serve as a means of providing knowledge on stress management and health promotion for university students.
View Article and Find Full Text PDFJMIR Serious Games
January 2025
Department of Interactive Visualization and Virtual Reality, Faculty of Engineering, University of Talca, Talca, Chile.
Background: Serious games play a fundamental role in promoting safe sexual behaviors. This medium has great potential for promoting healthy behaviors that prevent potential risk factors, such as sexually transmitted infections, and promote adherence to sexual health treatments, such as antiretroviral therapy. The ubiquity of mobile devices enhances access to such tools, increasing the effectiveness of video games as agents of change.
View Article and Find Full Text PDFRisk Manag Healthc Policy
January 2025
Department of Maternity Nursing, Faculty of Nursing, Universitas Padjadjaran, Sumedang, Jawa Barat, Indonesia.
Many interventions have been studied to improve sexual and reproductive health (SRH) knowledge and attitudes. These interventions aim to prevent adolescents from the risk of sexually transmitted infections (STIs), unwanted pregnancy, and abortion. The lack of comprehensive sex education contributes to adolescents' limited understanding of SRH.
View Article and Find Full Text PDFObjectives: The objective of this study is to evaluate the effect of equality, diversity and inclusion (EDI) training interventions on race inequalities experienced by healthcare professionals.
Design: Systematic review.
Data Sources: Cochrane, MEDLINE and Embase databases were searched from database inception to February 2024.
Nurse Educ Today
December 2024
Eskişehir Osmangazi University, Faculty of Health Sciences, Midwifery Department, Meşelik Campus, Eskişehir, Turkey.
Background: The skills required to safely manage vaginal breech birth are declining among healthcare professionals, while midwifery students have limited practice opportunities due to its rarity. Innovative techniques, such as simulation and gamification, have the potential to enhance the acquisition of these essential skills.
Aim: This study has two aims.
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