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1.
JMIR Ment Health ; 10: e47285, 2023 Jul 21.
Artigo em Inglês | MEDLINE | ID: mdl-37477955

RESUMO

BACKGROUND: With many digital mental health interventions failing to engage clients for enough time to demonstrate substantive changes to their well-being and with only 2% of all digital solutions on app stores having undergone randomized controlled trials, the rising demand for mental health prevention and early intervention care is not being met. Young adults in particular struggle to find digital well-being apps that suit their needs. OBJECTIVE: This study explored the effects of eQuoo, an evidence-based mental health game that teaches psychological skills through gamification, on resilience, depression, anxiety, and attrition in a student population. METHODS: In total, 1165 students from 180 universities in the United Kingdom participated in a 5-week, 3-armed randomized controlled trial. Participants were randomly allocated into 1 of 3 groups: eQuoo users, users of a treatment-as-usual evidence-based cognitive behavioral health app called Sanvello, and a no-intervention waitlist. The Rugged Resilience Scale, Generalized Anxiety Disorder-7, and Patient Health Questionnaire-8 were administered to all participants at baseline and every 7 days until completion. RESULTS: A repeated measures-ANOVA revealed statistically significant increases in resilience scores in the test group (P<.001) compared with both control groups (Sanvello: P=.10 and waitlist: P=.82) over 5 weeks. The app also significantly decreased anxiety and depression scores (both P<.001). With 64.5% (251/389) adherence, the eQuoo group retained 42% more participants than the control groups. CONCLUSIONS: Digital health interventions such as eQuoo are effective, scalable, and low-cost solutions for supporting young adults and are available on all leading mobile platforms. Further investigation could clarify the extent to which specific elements of the eQuoo app (including gamification) led to better outcomes. TRIAL REGISTRATION: German Clinical Trials Register (DRKS) DRKS00027638; https://drks.de/search/en/trial/DRKS00027638.

2.
PLoS One ; 15(9): e0237220, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32877425

RESUMO

Forty percent of all general-practitioner appointments are related to mental illness, although less than 35% of individuals have access to therapy and psychological care, indicating a pressing need for accessible and affordable therapy tools. The ubiquity of smartphones offers a delivery platform for such tools. Previous research suggests that gamification-turning intervention content into a game format-could increase engagement with prevention and early-stage mobile interventions. This study aimed to explore the effects of a gamified mobile mental health intervention on improvements in resilience, in comparison with active and inactive control conditions. Differences between conditions on changes in personal growth, anxiety and psychological wellbeing, as well as differences in attrition rates, were also assessed. The eQuoo app was developed and published on all leading mobile platforms. The app educates users about psychological concepts including emotional bids, generalization, and reciprocity through psychoeducation, storytelling, and gamification. In total, 358 participants completed in a 5-week, 3-armed (eQuoo, "treatment as usual" cognitive behavioral therapy journal app, no-intervention waitlist) randomized controlled trial. Relevant scales were administered to all participants on days 1, 17, and 35. Repeated-measures ANOVA revealed statistically significant increases in resilience in the test group compared with both control groups over 5 weeks. The app also significantly increased personal growth, positive relations with others, and anxiety. With 90% adherence, eQuoo retained 21% more participants than the control or waitlist groups. Intervention delivered via eQuoo significantly raised mental well-being and decreased self-reported anxiety while enhancing adherence in comparison with the control conditions. Mobile apps using gamification can be a valuable and effective platform for well-being and mental health interventions and may enhance motivation and reduce attrition. Future research should measure eQuoo's effect on anxiety with a more sensitive tool and examine the impact of eQuoo on a clinical population.


Assuntos
Saúde Mental , Telemedicina , Jogos de Vídeo , Adolescente , Adulto , Ansiedade/psicologia , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Avaliação de Resultados em Cuidados de Saúde , Resiliência Psicológica , Inquéritos e Questionários , Resultado do Tratamento , Adulto Jovem
3.
J Affect Disord ; 231: 32-40, 2018 04 15.
Artigo em Inglês | MEDLINE | ID: mdl-29428351

RESUMO

BACKGROUND: To date, research concerning Theory of Mind (ToM) in remitted bipolar disorder (rBD) has yielded inconclusive results. This may be a result of methodological shortcomings and the failure to consider relevant third variables. Furthermore, studies using ecologically valid stimuli are rare. This study examines ToM in rBD patients, using ecologically valid stimuli. Additionally, the effects of sad mood induction (MI) as well as of age and gender are considered. METHODS: The sample comprises N = 44 rBD patients (rBDPs) and N = 40 healthy controls (HCs). ToM decoding is assessed using the Cambridge Mindreading Face-Voice-Battery (CAM) and ToM reasoning using the Movie for the Assessment of Social Cognition (MASC). Both tasks were divided into two parts to conduct one part with and one without MI. RESULTS: While across the whole sample there was no evidence that rBDPs and HCs differed in ToM decoding or reasoning, in the younger subsample (age < 45) rBDPs performed worse than HCs in ToM decoding. While MI negatively influenced reasoning in both groups, gender had no effect. LIMITATIONS: Most patients in this study had a high level of social functioning, limiting the generalizability of the results. CONCLUSION: As important social steps have to be undertaken before middle-age, the decoding deficits in younger rBDPs might be of particular importance not only for social functioning but also for the course of illness. Furthermore, this age-related deficit may explain the inconclusive findings that have been reported so far.


Assuntos
Afeto/fisiologia , Transtorno Bipolar/psicologia , Cognição/fisiologia , Comportamento Social , Teoria da Mente , Adulto , Fatores Etários , Estudos de Casos e Controles , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Testes Neuropsicológicos , Resolução de Problemas , Fatores Sexuais
4.
Artigo em Alemão | MEDLINE | ID: mdl-29318339

RESUMO

Digital media, online programs, and electronic health systems are available and easily accessible for diagnostic, prevention, and intervention of somatic and psychiatric disorders. These modern tools can assess objective as well as subjective information about acute symptoms, wellbeing, life quality, sleep, physiological indicators, etc. Wearables and apps collect data over days and weeks in the real world of subjects. This information can be used to document baselines as well as changes over time influenced by events or interventions. Online treatment programs provide information for education about symptoms, course, origin, and treatment options of a disorder. They also support a patient's self-help via self-management, exercises, and techniques. We illustrate and discuss modern diagnostic and therapeutic eHealth options. We also review the empirical evidence for online interventions and refer to typical examples. Most studies have been conducted with subjects suffering from depression and anxiety. Electronic health systems do not work just by recommending a program or providing access to an online platform. Patients need to be motivated to lock in and work with a program. They need support and guidance through online programs. Therefore, we claim that therapists need to become experts in digital media and electronic health systems to support patients and to integrate apps and online programs into their treatment.


Assuntos
Transtornos Mentais/terapia , Relações Profissional-Paciente , Psicoterapia/tendências , Consulta Remota/tendências , Aconselhamento a Distância/tendências , Previsões , Alemanha , Necessidades e Demandas de Serviços de Saúde/tendências , Humanos , Transtornos Mentais/diagnóstico , Segurança do Paciente , Garantia da Qualidade dos Cuidados de Saúde/tendências
5.
Exp Aging Res ; 37(5): 503-15, 2011 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-22091579

RESUMO

Previous research on emotion processing revealed a positivity bias that progressively evolves across the adult age range. This study obtained gradual valence judgments of emotional faces across the adult age span, to see whether this positivity bias persists when positive and negative stimuli are matched for arousal; and whether bias relates to personality traits or to current mood. With increasing age subjects judged negative and neutral faces less negatively. Further, younger participants scoring high in "agreeableness" and "conscientiousness" scales showed a positivity bias when judging positive faces, suggesting an association of the positivity effect with trait variables.


Assuntos
Envelhecimento/psicologia , Emoções , Expressão Facial , Adulto , Afeto , Idoso , Feminino , Humanos , Julgamento , Masculino , Pessoa de Meia-Idade , Personalidade , Adulto Jovem
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