Immigrant and Refugee Youth Mental Health in Canada: A Scoping Review of Empirical Literature

Author(s):  
Attia Khan ◽  
Nazilla Khanlou ◽  
Jacqueline Stol ◽  
Vicky Tran
2014 ◽  
Vol 17 (9) ◽  
pp. 591-602 ◽  
Author(s):  
Yukari Seko ◽  
Sean Kidd ◽  
David Wiljer ◽  
Kwame McKenzie

10.2196/13834 ◽  
2020 ◽  
Vol 9 (6) ◽  
pp. e13834
Author(s):  
Manuela Ferrari ◽  
Sarah V McIlwaine ◽  
Jennifer Ann Reynolds ◽  
Suzanne Archie ◽  
Katherine Boydell ◽  
...  

Background Digital or video games are played by millions of adolescents and young adults around the world and are one of the technologies used by youths to access mental health services. Youths with mental health problems strongly endorse the use of technologies, including mobile and online platforms, to receive information, support their treatment journeys (eg, decision-making tools), and facilitate recovery. A growing body of literature explores the advantages of playing digital games for improving attention span and memory, managing emotions, promoting behavior change, and supporting treatment for mental illness (eg, anxiety, depression, or posttraumatic stress disorder). The research field has also focused on the negative impact of video games, describing potential harms related to aggression, addiction, and depression. To promote clarity on this matter, there is a great need for knowledge synthesis offering recommendations on how video games can be safely and effectively adopted and integrated into youth mental health services. Objective The Gaming My Way to Recovery scoping review project assesses existing evidence on the use of digital game interventions within the context of mental health services for youths (aged 11-29 years) using the stepped care model as the conceptual framework. The research question is as follows: For which youth mental health conditions have digital games been used and what broad objectives (eg, prevention, treatment) have they addressed? Methods Using the methodology proposed by Arksey and O’Malley, this scoping review will map the available evidence on the use of digital games for youths between 11 and 29 years old with mental health or substance use problems, or both. Results The review will bring together evidence-based knowledge to assist mental health providers and policymakers in evaluating the potential benefits and risks of these interventions. Following funding of the project in September 2018, we completed the search in November 2018, and carried out data screening and stakeholder engagement activities during preparation of the protocol. We will conduct a knowledge synthesis based on specific disorders, treatment level and modality, type of service, population, settings, ethical practices, and user engagement and offer recommendations concerning the integration of video game technologies and programs, future research and practice, and knowledge dissemination. Conclusions Digital game interventions employ unique, experiential, and interactive features that potentially improve skills and facilitate learning among players. Digital games may also provide a new treatment platform for youths with mental health conditions. Assessing current knowledge on video game technology and interventions may potentially improve the range of interventions offered by youth mental health services while supporting prevention, intervention, and treatment. International Registered Report Identifier (IRRID) PRR1-10.2196/13834


2019 ◽  
Author(s):  
Manuela Ferrari ◽  
Sarah V McIlwaine ◽  
Jennifer Ann Reynolds ◽  
Suzanne Archie ◽  
Katherine Boydell ◽  
...  

BACKGROUND Digital or video games are played by millions of adolescents and young adults around the world and are one of the technologies used by youths to access mental health services. Youths with mental health problems strongly endorse the use of technologies, including mobile and online platforms, to receive information, support their treatment journeys (eg, decision-making tools), and facilitate recovery. A growing body of literature explores the advantages of playing digital games for improving attention span and memory, managing emotions, promoting behavior change, and supporting treatment for mental illness (eg, anxiety, depression, or posttraumatic stress disorder). The research field has also focused on the negative impact of video games, describing potential harms related to aggression, addiction, and depression. To promote clarity on this matter, there is a great need for knowledge synthesis offering recommendations on how video games can be safely and effectively adopted and integrated into youth mental health services. OBJECTIVE The Gaming My Way to Recovery scoping review project assesses existing evidence on the use of digital game interventions within the context of mental health services for youths (aged 11-29 years) using the stepped care model as the conceptual framework. The research question is as follows: For which youth mental health conditions have digital games been used and what broad objectives (eg, prevention, treatment) have they addressed? METHODS Using the methodology proposed by Arksey and O’Malley, this scoping review will map the available evidence on the use of digital games for youths between 11 and 29 years old with mental health or substance use problems, or both. RESULTS The review will bring together evidence-based knowledge to assist mental health providers and policymakers in evaluating the potential benefits and risks of these interventions. Following funding of the project in September 2018, we completed the search in November 2018, and carried out data screening and stakeholder engagement activities during preparation of the protocol. We will conduct a knowledge synthesis based on specific disorders, treatment level and modality, type of service, population, settings, ethical practices, and user engagement and offer recommendations concerning the integration of video game technologies and programs, future research and practice, and knowledge dissemination. CONCLUSIONS Digital game interventions employ unique, experiential, and interactive features that potentially improve skills and facilitate learning among players. Digital games may also provide a new treatment platform for youths with mental health conditions. Assessing current knowledge on video game technology and interventions may potentially improve the range of interventions offered by youth mental health services while supporting prevention, intervention, and treatment. INTERNATIONAL REGISTERED REPORT PRR1-10.2196/13834


2020 ◽  
Vol 6 (1) ◽  
pp. e000678 ◽  
Author(s):  
Michaela C Pascoe ◽  
Alan P Bailey ◽  
Melinda Craike ◽  
Tim Carter ◽  
Rhiannon Patten ◽  
...  

AimsThis scoping review determines the breadth and outcomes of controlled trials testing the effect of physical activity/exercise interventions across mental health outcomes in young people with a mental disorder.MethodsThe literature search was conducted using the open-access ‘Evidence Finder’, a comprehensive youth mental health-specific database that is systematically populated from MEDLINE, Embase, PsycINFO and Cochrane CENTRAL databases.ResultsSixteen publications were identified after meeting the following eligibility criteria: (1) participants were young people (mean age 12–25.9 years) with a mental disorder diagnosed by a trained clinician or by reaching a predefined cut score on a symptom measure, (2) interventions were exercise, (3) designs were randomised or non-randomised controlled trials, (4) outcomes were mental health related. Eight studies included young people with depression, three included people with psychosis/schizophrenia, three included people with eating disorders and two included people with anxiety. The available evidence suggests that moderate-to-vigorous-intensity exercise may be beneficial, particularly for reducing depression. The available evidence for other intervention intensities, and for other mental disorders, is mixed.ConclusionsOverall, the evidence regarding the impact of exercise interventions on a range of mental health outcomes in clinical populations of young people with various mental disorders looks promising but requires further development. Findings from this scoping review can inform the development of future exercise interventions in the youth mental health field.


2021 ◽  
Author(s):  
Reem Ramadan ◽  
Alicia Randell ◽  
Suzie Lavoie ◽  
Caroline X Gao ◽  
Paula Cruz Manrique ◽  
...  

ABSTRACTBackgroundHuman-induced climate change represents a serious threat to human health, including mental health, due to both the traumatising effects of extreme climate events and the psychological effect of worry about climate change. The present scoping review aims to systematically search and synthesise original research related to mental health and climate related concerns, negative emotions and mental ill-health in young people. Findings will help to understand the current landscape, gaps in the literature, and to provide recommendations for future youth mental health research and practice.MethodsA systematic search and narrative synthesis of the literature published prior to October 2020 examining negative emotions associated with climate change in young people was undertaken. Studies were included if they examined mental ill-health (e.g. symptoms of depression or anxiety) or negative emotions (e.g. distress, worry, concern) associated with the threat of climate change.FindingsOf the 3329 peer-reviewed articles screened, 12 met the inclusion criteria. Together, included studies show that young people are worried about climate change. Studies also explored the coping strategies young people use to manage their distress caused by climate change.InterpretationsThe limited literature in this area indicates a key gap in youth mental health research. Available evidence suggests that young people are concerned about climate change, which may increase risk of mental ill-health. Thus, clinicians should assess for and address climate anxiety in young people. Mental health leaders are urged to advocate for urgent climate action to mitigate the effects of climate anxiety in young people.Fundingthis project was not funded.


2018 ◽  
Vol 23 (1) ◽  
pp. 6-20 ◽  
Author(s):  
Amy K. Marks ◽  
John L. McKenna ◽  
Cynthia Garcia Coll

Abstract. Extraordinary increases in refugee and voluntary migration have recently been observed in many European and North American countries. At the same time, negative attitudes toward immigrants and unfavorable immigration-related policy changes are promoting national climates of increased discrimination, fear of deportation, and experiences of income and education inequality among many immigrant origin youth and families. This paper considers how national receiving contexts, in particular the efficacy of national immigration integration policies and markers of national attitudes toward immigrants, can shape both native-born youth and immigrant and refugee youth well-being. Using an ecological framework, we draw from the recent empirical literature and three sources of international policy and child well-being data, to assess how national receiving contexts matter for native-born children and immigrant youth adaptation. Results indicate strong linkages among the macro-level contexts of multicultural policies and positive integration approaches with overall child well-being. More favorable immigrant national attitudes, and the more micro-level perceptions of discrimination and xenophobia, also matter tremendously for immigrant and refugee youth adaptation and health outcomes.


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