Login / Signup

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

Sean Patrick GrantAsya SpearsEric R Pedersen
Published in: JMIR serious games (2018)
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.
Keyphrases
  • virtual reality
  • young adults
  • high throughput
  • healthcare
  • primary care
  • depressive symptoms
  • mental health
  • social support
  • current status
  • sleep quality
  • risk assessment
  • single cell
  • health insurance