Children and Adolescents Category

Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion

2 CE Hours
110 members have taken this course

About the Course

The article explores the use of digital games as interventions for youth mental health, focusing on their effectiveness, stakeholder involvement, and potential ethical concerns. Using a systematic scoping review methodology, the study identifies and evaluates 49 studies testing 32 digital games across different levels of mental health conditions, ranging from prevention to severe and complex conditions.

This course is based on the reading-based online article, Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People’s Mental Health Treatment and Promotion created by Jai L. Shah, MD et al. in 2022.

Publication Details

Publication Date: Volume 4 - 2022 Apr 2022

Course Material Authors

Course Material Authors authored the material only, and were not involved in creating this CE course. They are identified here for your own evaluation of the relevancy of the material this course is based on.

Jai L. Shah, MD
Dr. Shah is Associate Director of the Prevention and Early Intervention Program for Psychosis (PEPP) and an Associate Professor of Psychiatry at McGill University, both in Montreal, Canada. He has engaged in an array of clinical research projects from neurobiology to health services and policy, with a particular focus on stepped care models of mental illness and youth mental health service transformation. His work has been published in multiple peer reviewed journals.
Jennifer A. Reynolds, PhD (Philosophy)

Course Creator

Tiara Totten

Tiara Totten is a Licensed Clinical Addictions Specialist and Licensed Professional Counselor with more than nine years of experience working with adolescents and adults utilizing person-centered, motivational interviewing, solution-focused, and cognitive behavioral techniques to help individuals achieve optimal wellness. She has extensive experience in individual therapy, group therapy and supervision and is currently working on her PsyD in clinical psychology.

Target Audience

Counselors, addiction specialists, marriage and family therapists, psychologists and social workers. This course is appropriate for all levels of knowledge.

Learning Objectives

After taking this course, you should be able to:

  1. 1 Discuss the role of digital games in supporting youth mental health, including their effectiveness and potential benefits.
  2. 2 Describe the involvement of stakeholders in the development and evaluation of digital games for mental health interventions.
  3. 3 Evaluate the potential ethical considerations and harm mitigation strategies associated with the use of digital games in clinical settings for youth mental health support.

Disclosure to Learners

CE Learning Systems adheres to the ACCME's Standards for Integrity and Independence in Accredited Continuing Medical Education. Any individuals in a position to control the content of a CE activity – including faculty, planners, reviewers, or others ― are required to disclose all relevant financial relationships with ineligible entities (formerly known as commercial interests).

The following relevant financial relationships have been disclosed by this activity's planners, faculty, and the reviewer:

Planners and Reviewers

The planners of this activity have reported that they have no relevant financial relationships.

Material Authors

Any relevant financial disclosures for course material authors can be found in the article.

Course Creator

Tiara Totten – None to report.

Commercial support

There is no commercial support for this distance-learning course.

$18

Course Details

2 CE Hours
Reading Online
Course 103521

Availability

This course is available until Dec 30th, 2031.

Frequently Asked Questions

Frequently Asked Questions

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