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ABSTRACT: Background
Improving the reach of behavioral health services to young adult veterans is a policy priority.Objective
The objective of our study was to explore differences in video game playing by behavioral health need for young adult veterans to identify potential conditions for which video games could be used as a modality for behavioral health services.Methods
We replicated analyses from two cross-sectional, community-based surveys of young adult veterans in the United States and examined the differences in time spent playing video games by whether participants screened positive for behavioral health issues and received the required behavioral health services.Results
Pooling data across studies, participants with a positive mental health screen for depress
SUBMITTER: Grant S
PROVIDER: S-EPMC6085553 | biostudies-literature | 2018 Jul
REPOSITORIES: biostudies-literature