Increasing Access to Mental Health Services: Videogame Players’ Perspectives
Abstract
:1. Introduction
2. Materials and Methods
Analysis Strategy
3. Results
3.1. The Appeal of Online Services
“People might not feel comfortable actually going somewhere to get the help.”“online services where I can talk with someone would help me open up more I feel.”“I think online mental health services would be so much better than the traditional ones. As they are able to access to them from their house, and be more comfortable talking about it”“online services where I can talk with someone would help me open up more I feel”
“Not everyone has the courage to ring or walk into a mental health service.”“I don’t want to leave my home as I feel judged”“most people with mental health have anxiety and don’t want to speak to a person in person or over the phone”
3.2. Components of Online Mental Health Services
“People don’t feel comfortable… having to book an appointment and wait[ing]. Some people need help right then and there.”“the waiting times can cause a lot of problems”“Less time spent waiting”“An interim online service during the wait period”
“[online services where you can] actually be with people, rather than AI [Artificial Intelligence], as its more easier [sic] for a person to understand each other.”
“The information… should be compiled online for everyone to see.”“Information provision [of my own information]”
3.3. Service Delivery: Voice, Text, and Video
“Typing your responses and taking the time to form your thoughts in your head instead of face to face with someone or over call where you have to be verbal and others around might be able to hear. I text my friends when I’ve a problem and that’s the way I’ve gotten most used to it.”
“Maybe zoom calls with services could help, some people might not feel comfortable actually going somewhere to get the help, or maybe they just need to ease into the process.”
“I would suggest like a Discord server situation that works like a hotline… I dunno, would have been nice if I could have dropped into something like that when I was 15 and struggling with mental health.”
“Maybe like online meetings with other people that are also living kind of the same situation that myself and talk to each other to have a chance to bring out what is concerning us.”
3.4. Anonymity and Confidentiality
“pure confidentiality”“Secrecy is important to patients, that would be great”“Confidential options”“More confidentiality. If my information was a little more private I’d feel a lot more comfortable.”“Clear outline of what and what isn’t non confidential”“They should be absolutely and completely anonymous to everyone other than you and the doctor. It should be a feature that there is a way to get treatment without anyone knowing”
“Guarantee confidentiality would be beneficial to people like me who worry about what other people might think.”“I also think their [sic] is the fear of someone over hear you on the phone talking.”
“not being able to keep my job if I tell my employer that I am seeking treatment for mental health.”“[I need] job protections to prevent being fired for [accessing mental health services]”
4. Discussion
Limitations and Avenues for Future Research
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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van der Schyff, E.L.; Forsyth, R.; Amon, K.L.; Ridout, B.; Campbell, A.J. Increasing Access to Mental Health Services: Videogame Players’ Perspectives. Int. J. Environ. Res. Public Health 2023, 20, 4772. https://doi.org/10.3390/ijerph20064772
van der Schyff EL, Forsyth R, Amon KL, Ridout B, Campbell AJ. Increasing Access to Mental Health Services: Videogame Players’ Perspectives. International Journal of Environmental Research and Public Health. 2023; 20(6):4772. https://doi.org/10.3390/ijerph20064772
Chicago/Turabian Stylevan der Schyff, Emma L., Rowena Forsyth, Krestina L. Amon, Brad Ridout, and Andrew J. Campbell. 2023. "Increasing Access to Mental Health Services: Videogame Players’ Perspectives" International Journal of Environmental Research and Public Health 20, no. 6: 4772. https://doi.org/10.3390/ijerph20064772
APA Stylevan der Schyff, E. L., Forsyth, R., Amon, K. L., Ridout, B., & Campbell, A. J. (2023). Increasing Access to Mental Health Services: Videogame Players’ Perspectives. International Journal of Environmental Research and Public Health, 20(6), 4772. https://doi.org/10.3390/ijerph20064772