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Tag: adolescents
04/18/2023

Translating Violence Prevention Programs from Research to Practice: SafERteens Implementation in an Urban Emergency Department

Carter PM, Cunningham RM, Eisman AB, Resnicow K, Roche JS, Cole JT, Goldstick J, Kilbourne AM, & Walton MA. (2022). Translating Violence Prevention Programs from Research to Practice: SafERteens Implementation in an Urban Emergency Department. The Journal of Emergency Medicine, 62(1), 109–124. https://doi.org/10.1016/j.jemermed.2021.09.003

This study examined the translation of SafERteens, an evidence-based violence prevention program, into clinical care. Implementation of the program was piloted in an emergency department (ED) hospital setting with youth (14-18 years old) who screened positive for recent aggression during an ED visit. Youth participants were randomized to SafERteens (delivered remotely by study therapists or in-person by hospital staff) or enhanced usual care. The SafERteens intervention is a 30–45-minute brief behavioral intervention that integrates motivational interviewing for cognitive behavioral strategies. Participants also received an optional 2-month tailored text messaging program on self-efficacy, reminders on their goals, and tools to avoid violence. Data was collected from hospital staff on implementation facilitators and barriers using the RE-AIM framework. SafERteens completion rate was found to be 77.6% for remote delivery and 49.1% for in-person delivery. The SafERteens and tailored text messaging demonstrated high acceptability among youth; 84.9% of participants found it helpful. After the intervention, participants reported increased self-efficacy to avoid fighting and decreased pro-violence attitudes compared to baseline. Hospital staff reported a number of barriers to implementation such as limited staff availability and lack of reimbursement for staff time to conduct intervention delivery. Remote delivery of SafERteens can be a promising strategy to overcome resource limitations. Results demonstrate that policymakers should continue to expand reimbursement mechanisms in hospitals for violence screening and interventions.

04/03/2023

I-CARE: Feasibility, Acceptability, and Appropriateness of a Digital Health Intervention for Youth Experiencing Mental Health Boarding

Leyenaar JK, Arakelyan M, Acquilano SC, Gilbert TL, Craig JT, Lee CN, Kodak SG, Ignatova E, Mudge LA, House SA, Brady RE. I-CARE: Feasibility, Acceptability, and Appropriateness of a Digital Health Intervention for Youth Experiencing Mental Health Boarding. J Adolesc Health. 2023 Mar 2:S1054-139X(23)00062-9. doi: 10.1016/j.jadohealth.2023.01.015. Epub ahead of print. PMID: 36870901.

A modular digital intervention was developed to facilitate delivery of evidence-based psychosocial skills by non-mental health clinicians for youth with expressed suicidality. The paper describes pilot mixed method findings on the intervention’s effectiveness, feasibility, acceptability, and appropriateness. The intervention, I-CARE, consisted of seven modules grounded in cognitive behavior therapy and were delivered via a table computer with videos and practice activities. Licensed nursing assistants provided one-on-one supervision and facilitated the intervention. I-CARE was implemented in a pediatric hospital with 24 patients aged 12-17 years hospitalized due to suicidal ideation or attempt. Clinical outcomes were assessed by self-reported surveys at hospital admission and 24 hours before hospital discharge. Emotional distress significantly decreased after participation (6.3 points on 63-point scale). There were no significant changes in engagement readiness and illness severity. Majority of youth, caregivers and clinicians rated I-CARE as feasible (98%, N=39), acceptable (90%, N=36), and appropriate (78%, N=31). Overall, I-CARE was feasible to implement and acceptable to end-users and demonstrated preliminary positive impact on emotional distress for suicidal young people in psychiatric hospitalization.

 

03/28/2023

The Digital Wellness Lab Aims to Mediate Between TikTok and Parents

Article Excerpt: As some states try to regulate children’s social media use and TikTok emerges as a geopolitical chew toy, a new clearinghouse has emerged for mediating between tech companies and those concerned about their products’ impact on kids: the Digital Wellness Lab at Boston Children’s Hospital and Harvard Medical School.

Full Article: https://tinyurl.com/bdahr353

Article Source: Axios

03/20/2023

Leveraging Technology to Increase Behavioral Health Services Access for Youth in the Juvenile Justice and Child Welfare Systems: a Cross‑systems Collaboration Model

Tolou-Shams M, Holloway ED, Ordorica C, Yonek J, Folk JB, Dauria EF, Lehn K, Ezimora I, Wiley HMF. Leveraging Technology to Increase Behavioral Health Services Access for Youth in the Juvenile Justice and Child Welfare Systems: a Cross-systems Collaboration Model. J Behav Health Serv Res. 2022 Oct;49(4):422-435. doi: 10.1007/s11414-022-09808-1.

Researchers developed and reported initial outcomes of the Youth Justice and Family Well-Being Technology Collaborative (JTC) that aimed to leverage technology in public health and justice-related systems to increase access to behavioral health services. JTC was formed using a community-participatory research approach led by academic and judicial co-chairs and stakeholders from systems serving youth (i.e., behavioral health, legal, child welfare, school). The JTC was modeled after the Cascade framework to study gaps in implementation and uptake of healthcare services. The Telehealth Capacity Assessment Tool was used to identify capacity building needs and ways to use telehealth technology successfully. The JTC consisted of 20 stakeholders from the court, academic research, and justice-impacted youth. Eighteen meetings were held over 21 months. A mixed-methods approach was used to identify themes from the JTC meeting notes and telehealth capacity assessment data at 6, 12, and 18 months. Technology-related capacity was built over the first 12 months, but by 18 months, progress was stalled or marginally declined. Identified challenges included delivery of telehealth appropriately, overburdened IT departments, and inequities among youth and families to access and engage in technology interventions. However, the JTC is unique in collaborating with systems who do not ordinarily discuss workforce challenges or use technology to address challenges. Innovative models such as the JTC may be successful in bringing public health and justice systems together to identify gaps and develop strategies to increase behavioral health access.

02/14/2023

Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People’s Mental Health Treatment and Promotion

Ferrari M, Sabetti J, McIlwaine SV, Fazeli S, Sadati SMH, Shah JL, Archie S, Boydell KM, Lal S, Henderson J, Alvarez-Jimenez M, Andersson N, Nielsen RKL, Reynolds JA and Iyer SN (2022) Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People’s Mental Health Treatment and Promotion. Front. Digit. Health 4:814248. doi: 10.3389/fdgth.2022.814248

This review summarized literature on video game interventions for young people (ages 12-29) and mapped the evidence for game use to support mental health and substance use treatment for youth people, how stakeholders were involved in program development, and potential harms or ethical issues. Forty-nine studies testing 32 digital games were identified. An adapted stepped care model based on illness manifestation and severity was used as a conceptual framework for organizing target populations, mental health outcome, video games, and study results. Ten studies (20%) targeted mental health prevention or education for undiagnosed youth (Step 0), 6 studies (12%) targeted at-risk groups or suspected mental health problems (Step 1), 24 studies (49%) targeted mild to moderate conditions (Steps 2-3), and 9 studies (18%) targeted severe and complex conditions (Step 4). The majority (66%) of studies targeted youth (19 years or younger) , as opposed to young adults. 11 of the games made clear efforts to promote equity and inclusiveness in focusing on minority youth and low-resource settings. Eleven studies were mixed method or qualitative studies. Two-thirds of quantitative studies (N=38) reported significant improvement on at least one key mental health outcome. The review also found evidence of high user satisfaction and program adherence. There were a range of identified issues such as limited game elements, storylines, lack of personalization or cultural fit, and lack of therapist support. Most studies included stakeholder feedback in developing and evaluating videogames. Results indicated the need for greater attention to participation of young end-users in game development to improve engagement, and to eliciting participation by service providers and family to promote the integration of games as standard tools for mental health treatment for youth.

02/10/2023

CBT Smartphone App Aims to Address Depression in Teens

Article Excerpt: Researchers recently created a brand new CBT smartphone app that will provide young people with multiple ways to address and handle their mental health problems. A study group will now be assembled to assess the effectiveness of the smartphone application in relation to its ability to combat depression. Adolescents are struggling with depression at higher rates today than ever before. Researchers believe that the stress of the coronavirus pandemic and the resulting peer isolation and disruption to school life is to blame. Other factors cited include an ever-growing presence on social media and pressure to conform to impossible celebrity standards. Thus, any way in which technology can help depressed teens minimize symptoms is much-needed. Through the use of interactive and self-guided therapy, the ClearlyMe app will use the power of cognitive behavioral therapy, or CBT, on teenagers from all over the country. The technology contains 37 “short lessons” that will touch upon the basics of CBT and the power it has to change thinking and alter core beliefs in those who use it.

Full Article: https://tinyurl.com/326u5s8v

Article Source: Legal Reader

12/22/2022

The Use of Close Friends on Instagram, Help-Seeking Willingness, and Suicidality Among Hong Kong Youth: Exploratory Sequential Mixed Methods Study

Chen S, Lam T, Lam K, Lo T, Chao D, Mak K, Lam E, Tang W, Chan H, Yip P. The Use of Close Friends on Instagram, Help-Seeking Willingness, and Suicidality Among Hong Kong Youth: Exploratory Sequential Mixed Methods Study. J Med Internet Res 2022;24(10):e37695 DOI: 10.2196/37695

This study examined youths’ private social media use via a new Instagram feature, Close Friends, and its relationship with online and offline help-seeking willingness and suicidality. The Close Friends Instagram feature allows private online interaction by permitting invited users only to view private posts. Forty youth participants aged 15-19 years old residing in Hong Kong were recruited. The motivations for using Close Friends and concerns regarding online expression were addressed in focus groups and individual interviews. A quantitative survey was also conducted among a larger sample of 1,676 students aged 15-19 years old in Hong Kong to examine the prevalence of Close Friends usage, online and offline help-seeking willingness, and suicide-related experiences. Focus group and interview data revealed common motives for using Close Friends to include interaction and seeking help from friends, release of negative emotions, and venting and self-expression. Survey results found 71% of youth use Close Friends and 46% use frequently. Overall, seeking help online was associated with higher risk of suicidality (Odds Ratio=1.50, 95% CI 1.04-2.15) and seeking help offline was associated with decreased suicidality (Odds Ratio=0.55, 95% CI 0.39-0.75). Close Friends users were significantly more likely to seek offline support than non-users, but frequent Close Friends users were more likely to seek help online and to be at higher risk of suicidality than non-users. Prevalent use of Close Friends represents an emerging trend for online expression and private conversation among youth. Excessive use of this feature may indicate more limited offline support or less desirable offline support for youth experiencing suicidality. Authors recommend future steps in determining the causal relationship between use of Close Friends and willingness to seek help.

12/12/2022

Researchers to Develop Smartwatch Device to Address Youth Mental Health Crisis

Article Excerpt: With the goal of addressing a growing mental health crisis among teenagers, Oregon Health and Science University (OHSU) partnered with Analog Devices, Inc (ADI) to develop a wearable smartwatch device to serve as an early detector of suicidality or depression. According to federal data, suicide is the second-leading cause of death among youth aged 10 to 17. The data also shows that youth suicide rates in the US increased from 6.8 per 100,000 in 2007 to 10.7 per 100,000 in 2018, according to the press release. On top of this, thoughts related to suicide are common, with 18.8 percent of high school students in the US having reported suicide consideration. This high demand for mental healthcare among the youth often exceeds the number of mental health beds available, forcing patients to wait in the emergency department for days.

Full Article: https://tinyurl.com/ac6jjft5

Article Source: mHealth Intelligence

11/14/2022

Exposure to Television Alcohol Brand Appearances as Predictor of Adolescent Brand Affiliation and Drinking Behaviors

Gabrielli J, Corcoran E, Genis S, McClure AC, Tanski SE. Exposure to Television Alcohol Brand Appearances as Predictor of Adolescent Brand Affiliation and Drinking Behaviors. J Youth Adolescence 51, 100–113 (2022). https://doi.org/10.1007/s10964-021-01397-0

This study described alcohol brand depictions in television and evaluated the impact of exposure to these depictions on adolescent drinking outcomes. Ten popular scripted television series, broadcast, cable, or online, were content coded for alcohol depictions. Appearances of alcohol brands were coded based on logo/name and salience (how notable the brand appearance was in the series). Adolescents and young adults aged 15-23 years old (N=2,012) were recruited to complete online surveys and interviews at baseline and follow-up one year later. During the interviews and surveys, alcohol consumption, brand affiliation (usual brand to drink), and television exposure to alcohol brands (based on how often they watched the ten content coded series) was assessed. On average, alcohol brands appeared more than twice per episode and Budweiser brand appeared the most often across all television series. The majority (77%) of adolescents reported having seen at least one of the ten television series. Adjusting for covariates (i.e., peer/parent drinking, sensation seeking, alcohol brand exposure in movies), higher exposure to brand appearances in television was associated with alcohol outcomes. Higher number of television alcohol brand appearances was associated with adolescent brand affiliation; television brand exposure was associated with drinking initiation and harmful drinking behaviors. Overall, these results suggest the influence that marketing, through streaming media, has on youth viewers’ alcohol use behavior. Future studies should assess mechanisms such as subjective norms and beliefs to better inform interventions that might mitigate the risks associated with media depictions of alcohol. Additionally, alcohol marketing should be further evaluated to consider strategies to limit the negative impact of media exposure.