In Case You Haven't Heard…

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Abstract

Nearly 70% of teens engage in online gaming with strangers on a weekly basis, underscoring how gaming environments can make youths vulnerable to mental health concerns and safety risks, the Ruderman Family Foundation indicated in a new white paper, a news release stated. At the same time, gaming has the potential to be a powerful social platform for reaching youths who are struggling with mental health challenges. According to “Connected Play: Adolescent Gaming and Perceived Loneliness,” the Foundation's newly published white paper, conducted by the Digital Wellness Lab at Boston Children's Hospital, one in five adolescents who engage in online gaming have encountered toxicity and safety issues. While lonely adolescents may turn to gaming for social connections, they are more likely to report negative experiences, suggesting that these virtual environments are not providing the supportive and fulfilling interactions they need. The Foundation initially brought its expertise in mental health to gaming beginning in 2023, seeking to leverage the widespread popularity of gaming to transform it into a creative avenue for reaching youths who are struggling with mental health challenges, such as persistent feelings of sadness, hopelessness, and loneliness (see “White paper touts gaming as tool to combat youth MH crisis,” MHW, Oct. 30, 2023; https://doi.org/10.1002/mhw.33839).

如果您还没听说...
鲁德曼家庭基金会(Ruderman Family Foundation)在一份新的白皮书中指出,近 70% 的青少年每周都会与陌生人进行在线游戏,这说明游戏环境会使青少年容易受到心理健康问题和安全风险的影响。与此同时,游戏也有可能成为一个强大的社交平台,帮助那些在心理健康挑战中挣扎的青少年。根据 "Connected Play:波士顿儿童医院的数字健康实验室(Digital Wellness Lab)最新发表的基金会白皮书《青少年游戏与孤独感》(Connected Play: Adolescent Gaming and Perceived Loneliness)显示,每五名参与网络游戏的青少年中就有一人遇到过毒性和安全问题。虽然孤独的青少年可能会通过游戏来寻求社交联系,但他们更有可能报告负面经历,这表明这些虚拟环境并没有提供他们所需的支持性和充实的互动。基金会从 2023 年开始将其在心理健康方面的专业知识引入游戏,试图利用游戏的广泛流行,将其转变为一种创造性的途径,帮助那些正在与心理健康挑战作斗争的青少年,如持续的悲伤、无望和孤独感(见《白皮书:将游戏作为应对青少年心理健康危机的工具》,MHW,2023 年 10 月 30 日;https://doi.org/10.1002/mhw.33839)。
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