New Horizons: Towards a Shared Vision for Mental Health: The Consultation Process

2009 ◽  
2021 ◽  
Vol 8 (2) ◽  
pp. 202049
Author(s):  
Niklas Johannes ◽  
Matti Vuorre ◽  
Andrew K. Przybylski

People have never played more video games, and many stakeholders are worried that this activity might be bad for players. So far, research has not had adequate data to test whether these worries are justified and if policymakers should act to regulate video game play time. We attempt to provide much-needed evidence with adequate data. Whereas previous research had to rely on self-reported play behaviour, we collaborated with two games companies, Electronic Arts and Nintendo of America, to obtain players' actual play behaviour. We surveyed players of Plants vs. Zombies: Battle for Neighborville and Animal Crossing: New Horizons for their well-being, motivations and need satisfaction during play, and merged their responses with telemetry data (i.e. logged game play). Contrary to many fears that excessive play time will lead to addiction and poor mental health, we found a small positive relation between game play and affective well-being. Need satisfaction and motivations during play did not interact with play time but were instead independently related to well-being. Our results advance the field in two important ways. First, we show that collaborations with industry partners can be done to high academic standards in an ethical and transparent fashion. Second, we deliver much-needed evidence to policymakers on the link between play and mental health.


2021 ◽  
Vol 2 ◽  
Author(s):  
Joanna E. Lewis ◽  
Mia Trojovsky ◽  
Molly M. Jameson

Increased participation in activities has been associated with improved positive mental health outcomes. However, there is much debate regarding the net effects of video games on individuals. Typified as a socially isolating activity, many games inherently contain socialization within the environment with game-generated characters or other players. Coinciding with the time of the initial pandemic/quarantine period was the release of a popular socializing and life simulation game, Animal Crossing: New Horizons. We investigated whether participation in this game was related to emotional outcomes associated with pandemics (e.g., loneliness and anxiety). The relationship between deleterious mental health and social gaming, amid a time of enforced reduction in socializing, would allow us to isolate the impact of the introduction of a social video game on improving the quality of life for players of this game. Participants (n = 1053) were asked about their time spent playing video games via an online survey, their socialization in game play, loneliness, and anxiety. We predicted that participants with higher levels of social interaction within the game would report less loneliness and anxiety. Utilizing multiple linear regression analyses, the research found that increased gaming and related activities were predictive of higher anxiety and somewhat related to increased loneliness. However, increased visits to another island were associated with lower levels of loneliness. As such, players may be utilizing gaming as a coping mechanism for anxiety. This research may inform generalized research regarding the influence that social games may have on feelings of loneliness and anxiety.


2005 ◽  
Vol 29 (1) ◽  
pp. 32-34 ◽  
Author(s):  
Gordon Wilkinson

Consultation is an important means of service delivery for child and adolescent mental health teams, and this is recognised in a number of recent national documents. For the past 6 years, a formalised training opportunity with a local child and family social work team has been in place on the West of Scotland higher specialist training rotation. The consultation process is described, highlighting the mutually beneficial relationship that has developed for both agencies.


Author(s):  
Kristy A. Brumfield ◽  
Celita J. Owens ◽  
Rheta LeAnne Steen ◽  
Renee M. Floer

The purpose of this chapter is to review the literature regarding parent consultation and to address special considerations when working across cultures and ethnicities. Understanding privacy expectations and how to meet the needs of families, without discouraging the caregivers or unintentionally breaking cultural guidelines, will be explored. This chapter is extremely important because mental health professionals must adhere to the diversity guidelines and ethical standards of practice in complex cases, with many involved caregivers at times. When consulting with caregivers from culturally diverse backgrounds, consultants need to consider the impact of culture on the caregiver, the child client, and on the consultation process.


2019 ◽  
Vol 32 (2) ◽  
pp. 97-104 ◽  
Author(s):  
Frank Sirotich ◽  
Carol E. Adair ◽  
Janet Durbin ◽  
Elizabeth Lin ◽  
Christopher Canning

To inform the development of a pan-Canadian Mental Health and Addictions (MHA) performance measurement framework, we undertook a rapid review of the recent Performance Measurement (PM) literature and solicited input from 20 MHA policy and measurement experts. Six key steps for framework development were identified: recognizing and acknowledging key issues, developing shared language and understanding of key concepts, defining overall scope, defining framework dimension/domains, selecting indicators and using systematic engagement and consultation processes with stakeholders. Subject matter experts underscored the need for a comprehensive engagement process which would honour multiple stakeholder viewpoints and attend to key issues in the codesign of features of the PM framework. Findings from this analysis may be used to inform a comprehensive stakeholder consultation process for the development of a pan-Canadian PM framework for MHA.


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