Scroll to top
Tag: adolescents
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.

11/07/2022

Women in Business 2022 – Lynn E. Fiellin

Article Excerpt: Lynn Fiellin’s community-based program, the play2PREVENT Lab at Yale, focuses on building and testing videogame interventions targeting the most critical health outcomes impacting teens including mental health, addiction and sexual health. She has built sustained relationships with stakeholders, bridging an important gap in providing evidence-based youth health interventions. She has carried these accomplishments with her to her company Playbl with the goal of getting these videogames into the hands of as many kids as possible.

Full Article: https://tinyurl.com/y3y3ku2f

Article Source: New Haven Biz

10/31/2022

Parent-Based Prevention of Bullying and Cyberbullying During COVID-19 Social Distancing: A Pilot Intervention using the MOST Framework

Doty J, Gabrielli J, Abraczinskas M, Giron K, Yourell J, Stormshak E. Parent-Based Prevention of Bullying and Cyberbullying During COVID-19 Social Distancing: A Pilot Intervention using the MOST Framework. J of Prevention 43, 719–734 (2022). https://doi.org/10.1007/s10935-022-00696-x

This pilot study investigated satisfaction and acceptability of an evidence-based parenting intervention enhanced to address bullying and cyberbullying. The Everyday Parenting intervention focuses on content on positive reinforcement, monitoring daily activities, setting limits, negotiation, and positive parenting. This program was enhanced with intensive role playing, social emotional coaching, and media parenting components. The pilot was delivered via video teleconferencing during the COVID-19 pandemic. Thirty-two parents (88% female) with children ages 9-12 years old participated in weekly online 60-minute sessions for 8 weeks. Eligibility for free- or reduced-price lunch was met by 56% of participants. Thirty of the parents completed all the sessions. Researchers examined participant satisfaction and qualitative analyses to explain outcomes and explore participant acceptability. Average satisfaction with individual sessions was high (3.93 on 4-point scale). Qualitative findings reinforced and explained quantitative findings. Participants found the intervention and virtual delivery acceptable and gave feedback to strengthen the focus on bullying and cyberbullying topics. There were non-significant differences in satisfaction and delivery in families eligible for free- or reduced-priced lunch. Overall, parents found the enhancements to Everyday Parenting program acceptable. It was also feasible to deliver the program through video conferencing with parents. The increase in technology engagement due to the COVID-19 pandemic will potentially increase the importance of online safety for children.

10/10/2022

Therapist-guided internet-based psychodynamic therapy versus cognitive behavioural therapy for adolescent depression in Sweden: a randomised, clinical, non-inferiority trial

Mechler J, Lindqvist K, Carlbring P, Topooco N, Falkenström F, Lilliengren P, Andersson G, Johansson R, Midgley N, Edbrooke-Childs J, Dahl H-S J, Sandell R, Thorén A, Ulberg R, Bergsten KL, & Philips B. (2022). Therapist-guided internet-based psychodynamic therapy versus cognitive behavioural therapy for adolescent depression in Sweden: a randomised, clinical, non-inferiority trial. The Lancet (British Edition), 4(8), e594–e603. https://doi.org/10.1016/S2589-7500(22)00095-4

This study compared internet-based psychodynamic therapy (IPDT) with an established evidence-based treatment (internet-based cognitive behavioral therapy (ICBT)) for adolescents with depression. Participants aged 15-19 years with a diagnosis of major depressive disorder (N=272) were recruited in Sweden and randomly assigned to receive IPDT or ICBT. Both online interventions consisted of 8 self-help modules delivered over 10 weeks. Modules contained text, videos, and interactive exercises. All participants were also offered 30 minutes of weekly therapist support via live chat. The primary outcome was change in depression severity measured weekly by a brief self-report measure (Quick Inventory of Depressive Symptomatology ()). Participants in both groups showed similar engagement levels and high completion rates (defined as completing at least five modules and chat sessions and post-treatment assessment). Depressive symptoms in both groups significantly improved during treatment. At the end of treatment, demonstrated that IPDT was non-inferior to ICBT in the treatment of depression for adolescents. Results contribute to the evidence base for feasibility of online delivery of both IPDT and ICBT for the treatment of depression among a late-adolescent population.

09/27/2022

Youth Mental Health: Can Digital Tools Contain the Crisis?

Article Excerpt: Two and a half years since the start of the Covid-19 pandemic, we are still dealing with the fallout – not least the effect on youth mental health. For many children and young people, the repeated lockdowns, social isolation, and climate of uncertainty, proved to be deeply distressing. Searches for apps for mental health problems are rising considerably. “Young people are at the very point in their lives when socialising with their peers is a way to discover their independence and learn how to interact in the world as young adults,” says Dr Lloyd Humphreys, clinical psychologist and managing director of ORCHA (the Organisation for the Review of Care and Health Apps). “We now know that areas with a higher concentration of younger people (aged 16-24) tended to have higher rates of loneliness during the pandemic.”

Full Article: https://tinyurl.com/4wv3utj9

Article Source: Medical Device Network