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Tag: participatory design
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.

12/19/2022

An Audio Personal Health Library of Clinic Visit Recordings for Patients and Their Caregivers (HealthPAL): User-Centered Design Approach

Barr P, Haslett W, Dannenberg M, Oh L, Elwyn G, Hassanpour S, Bonasia K, Finora J, Schoonmaker J, Onsando W, Ryan J, Bruce M, Das A, Arend R, Piper S, Ganoe C. An Audio Personal Health Library of Clinic Visit Recordings for Patients and Their Caregivers (HealthPAL): User-Centered Design Approach. J Med Internet Res 2021;23(10):e25512 DOI: 10.2196/25512

This paper describes the user-centered development of HealthPAL, an audio personal health library for patients to collect and organize clinic audio recordings. Forty participants representative of older patients and caregivers were recruited from community settings. Participants gave feedback during 5 rounds of usability sessions. In the first three sessions, researchers used paper prototypes and focused on features to refine the user interface. In rounds 4 and 5, participants moved to low-fidelity and high-fidelity software versions of HealthPAL. Participants listened to a primary care visit recording before completing a series of typical user tasks (e.g., find where the provider describes a possible surgery). In the final session, patients’ actual primary care clinic visits were recorded. Perceived usability was collected at each session with the System Usability Scale and whether tasks were completed independently, with the assistance of a facilitator, or not completed. Results found usability increased over the rounds and in the final round where participants reported a score of 78.2 on average (range 20-100). By the final round, participants were able to complete most tasks (at least 88%) without any assistance. Participants also reported very positive perceptions of having a curated audio recording of a clinic visit. Concerns reported were related to privacy and computer literacy required to access recordings. Overall, HealthPAL was rigorously co-designed with patients and their caregivers; next steps include further field testing of the first patient-centered app to access recordings of clinic visits. Sharing visit audio recordings with patients is an emerging strategy for the goal of improving transparency and communication in healthcare.

06/04/2021

Workshop on implementation science and digital therapeutics for behavioral health

Lord S, Campbell A, Brunette M, et al. (2021). Workshop on implementation science and digital therapeutics for behavioral health. JMIR Mental Health. 8(1): e17662. doi: 10.2196/17662

This paper describes proceedings of a day-long workshop, “Implementation Science and Digital Therapeutics” hosted by The Center for Technology and Behavioral Health (CTBH). Read More

09/28/2018

Perceived drivers and barriers to the adoption of eMental health by psychologists: The construction of the Levels of Adoption of eMental Health model

Feijt MA, de Kort YAW, Bongers IMB, Ijsselsteijn WA. (2018).Perceived drivers and barriers to the adoption of eMental health by psychologists: The construction of the Levels of Adoption of eMental Health model. Journal of Medical Internet Research. 20(4): e153. doi: 10.2196/jmir.9485

Researchers interviewed 12 practicing clinical psychologists in the Netherlands about their perceptions of adopting digital mental health tools (eMental health) to guide the development of a model describing adoption of eMental health by psychologists. Read More

09/15/2017

Design considerations for mHealth programs targeting smokers not yet ready to quit: Results of a sequential mixed-methods study.

McClure JB, Heffner J, Hohl S, Klasnja P, Catz SL. (2017). Design considerations for mHealth programs targeting smokers not yet ready to quit: Results of a sequential mixed-methods study. JMIR mHealth and uHealth. 5(3): e31. doi: 10.2196/mhealth.6845

Researchers conducted a two-stage study of the preferences for mHealth applications (apps) of smokers who are not ready to quit. Read More