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Tag: children

Videogames and Vaping: Can One Popular Phenomenon Be Used to Prevent Another?

Article Excerpt: Ninety percent of teenagers in the United States play videogames, and videogame interventions appear to promote health behavior change and associated outcomes (e.g., knowledge, risk perception, and self-efficacy) in adolescents. SmokeSCREEN is a web-based interactive videogame designed to bolster knowledge of e-cigarettes and vaping and build peer pressure refusal skills in adolescents.

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Article Source: BASIS


Socioeconomic risk factors for fatal opioid overdoses in the United States: Findings from the Mortality Disparities in American Communities study (MDAC)

Altekruse S, Cosgrove C, Altekruse W, Jenkins R, Blanco C. (2020). Socioeconomic risk factors for fatal opioid overdoses in the United States: Findings from the Mortality Disparities in American Communities study (MDAC). PLOS ONE. 15(1): e0227966. doi: 10.1371/journal.pone.0227966

Researchers created a nationally representative database of almost 4 million U.S. residents aged 10 to 59 years (2008 American Community Survey (ACS) responses linked to 2008–2015 National Death Index mortality cases) to calculate risk of fatal opioid overdose across demographic and socioeconomic variables. Read More


Digital Therapeutics Can Solve the Greatest Unmet Need in Behavioral Healthcare: Early Intervention

Article Excerpt: Technology innovations are already demonstrating an ability to advance the standard of care and improve lifelong outcomes for children. Referred to as “digital therapeutics” or “digital medicines”, medical devices that incorporate artificial intelligence can play a significant role in the identification and personalized treatment of pediatric behavioral health conditions. Digital therapeutics are particularly suited to become the first-line-of-care within pediatric behavioral health because of their superior safety and low-risk profile, compared to pharmaceutical interventions.

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Article Source: MedCity News


Harnessing Biology and Technology to Develop New Depression Treatments

Article Excerpt: New research into the biology of depression, along with new and evolving technologies, provides the basis for developing the next generation of treatments for major depressive disorder (MDD), according to the special January/February issue of Harvard Review of Psychiatry…Wearable devices, global positioning systems (GPS), and other technologies may provide valuable tools for understanding the wide variation in symptom and disease expression (phenotype) of MDD.

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Article Source: Medical Xpress


Yale Researchers Develop Virtual Reality Game To Combat Teen Vaping

Article Excerpt: …On a recent Monday morning, about a dozen students sat at tables, each with a virtual reality headset strapped onto their faces and a controller in one hand. Instead of seeing each other, Tino Pavlat and his friends interacted with people at a virtual high school and played Space Cats, a shooter minigame…Pavlat, 12, is among 300 seventh and eighth grade students in the Milford Public School District who are part of a randomized, controlled trial run by the play4REAL Lab at the Yale Center for Health and Learning Games. Researchers developed a virtual reality game on vaping prevention and are looking at how effective it may be in reducing the rising rates of e-cigarette use by teens.

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Article Source: Connecticut Public Radio

Instagram to Collect Ages in Leap for Youth Safety, Alcohol Ads

Article Excerpt: Facebook Inc’s Instagram said it will require birthdates from all new users starting on Wednesday, expanding the audience for ads for alcohol and other age-restricted products while offering new safety measures for younger users.

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Article Source: U.S. News & World Report


When the Prescription for Teens Is More Social Media, not Less

Article Excerpt: Anxiety disorders are remarkably common among teens in the U.S.: Nearly a third of them will have an anxiety disorder by age 18, according to a study published in 2010 in the Journal of the American Academy of Child & Adolescent Psychiatry—and girls are more at risk. So, increasingly, programs that treat teens for anxiety and depression are addressing social media and other types of digital communication. Psychologists are having teens practice texting, posting selfies to Instagram and Snapchat and “liking” and commenting on the posts of their friends. The techniques are usually part of cognitive behavioral therapy, a type of talk therapy that focuses on changing thoughts that fuel anxiety and exposing yourself to the situations you’re afraid of. CBT is the most evidence-based nondrug treatment for anxiety disorders.

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Article Source: The Wall Street Journal


Lisa A. Marsch Develops Digital Interventions for the Treatment of Opioid Addiction

Article Excerpt: As a researcher and director of Dartmouth’s Center for Technology and Behavioral Health (CBTH) outside Hanover, New Hampshire, Lisa A. Marsch, PhD, explores how to use technology to connect evidence-based behavioral treatments with people whose lives may depend on their getting effective help. Marsch, a professor of psychiatry at the Geisel School of Medicine at Dartmouth, works on the front lines of the opioid epidemic raging in this country. She has researched how to stop the deaths, fight the addiction and find alternative ways of treating pain. Now, as director of the Northeast Node of the National Drug Abuse Clinical Trials Network, based at Dartmouth, and a member of the National Advisory Council to the National Institute on Drug Abuse, she is helping shape the national conversation on opioid use.

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Article Source: American Psychological Association


Technology-enabled prevention intervention to promote emotion regulation in middle childhood: Feasibility study

Theofanopoulou N, Isbister K, Edbrooke-Childs J, Slovák P. (2019). Technology-enabled prevention intervention to promote emotion regulation in middle childhood: Feasibility study. Journal of Medical Internet Research Mental Health. 6(8): e14029. doi: 10.2196/14029

Researchers recruited 11 children (aged 6-10 years) of 9 low-socioeconomic status parents in the United Kingdom through online advertisements, in-school recruitment, and participant referral, to participate in a 1-week qualitative feasibility study of a smart toy intervention for emotional regulation (ER). Read More