Setting the Game Agenda: Reviewing the Emerging Literature on Video Gaming and Psychological Well-Being of Sexual and Gender Diverse Youth.

IF 1.6 4区 医学 Q3 CLINICAL NEUROLOGY
Journal of Nervous and Mental Disease Pub Date : 2024-11-01 Epub Date: 2023-06-08 DOI:10.1177/15554120231178883
Dane Marco Di Cesare, Shelley L Craig, Ashley S Brooks, Kaitrin Doll
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引用次数: 0

Abstract

Video gaming is a popular youth pastime that has prompted scholarship into its relationship with psychological well-being. However, sexual and gender diverse youth (SGDY) who play video games are largely overlooked in this research. SGDY experience significant mental health challenges, but utilize coping strategies mediated by digital technologies, necessitating an examination of their video game playing and its effects on well-being. This literature review synthesizes the emerging evidence base by identifying key constructs related to SGDY well-being and video gaming. Five themes were derived from the literature: (a) SGDY identity development and self-expression in video games; (b) SGDY video gaming and coping skills; (c) Social support in SGDY video gaming communities; (d) SGDY digital microaggressions in video gaming; and (e) SGDY civic engagement through video gaming. The findings establish multiple risks and opportunities for harnessing video games to support SGDY's well-being. Recommendations for practice, research, and industry collaborations are presented.

制定游戏议程:回顾有关电子游戏与性和性别多元化青少年心理健康的新兴文献。
电子游戏是一种深受青少年喜爱的消遣方式,它与心理健康之间的关系引发了学术研究的关注。然而,这项研究在很大程度上忽略了玩电子游戏的性与性别多元化青少年(SGDY)。SGDY 面临着巨大的心理健康挑战,但他们利用以数字技术为媒介的应对策略,因此有必要研究他们玩电子游戏的情况及其对心理健康的影响。本文献综述通过确定与 SGDY 幸福感和视频游戏相关的关键概念,对新出现的证据基础进行了综合。从文献中得出了五个主题:(a)视频游戏中的 SGDY 身份发展与自我表达;(b)SGDY 视频游戏与应对技能;(c)SGDY 视频游戏社区中的社会支持;(d)SGDY 视频游戏中的数字微小差异;以及(e)SGDY 通过视频游戏参与公民事务。研究结果表明,利用电子游戏来支持 SGDY 的福祉既有风险,也有机遇。报告还对实践、研究和行业合作提出了建议。
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来源期刊
CiteScore
2.90
自引率
5.30%
发文量
233
审稿时长
3-8 weeks
期刊介绍: The Journal of Nervous and Mental Disease publishes peer-reviewed articles containing new data or ways of reorganizing established knowledge relevant to understanding and modifying human behavior, especially that defined as impaired or diseased, and the context, applications and effects of that knowledge. Our policy is summarized by the slogan, "Behavioral science for clinical practice." We consider articles that include at least one behavioral variable, clear definition of study populations, and replicable research designs. Authors should use the active voice and first person whenever possible.
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