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1.
Br J Clin Psychol ; 53(4): 433-50, 2014 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-24831119

RESUMO

OBJECTIVES: To evaluate the effectiveness of the computerized CBT (cCBT) programme, MoodGYM, for the reduction in symptoms of general psychological distress (the primary outcome), depression, anxiety, stress, and impaired daily functioning. DESIGN: A randomized controlled trial, with a waiting list control condition, in a routine clinical setting. METHODS: Participants were 149 public mental health service users (aged 18-61 [M = 35.3 years; SD = 10.3]) waiting for interventions. Self-report outcome measures were administered online at baseline and post-intervention (i.e., after 32 days). RESULTS: After high dropout rates, a post-intervention completers analysis examined 28 MoodGYM participants and 38 waiting list control participants. MoodGYM was significantly more effective than the waiting list control for the reduction of symptoms of general psychological distress (F[1, 64] = 4.45; p < .05) and stress (F[1, 64] = 5.35; p < .05) but not depression, anxiety, or impaired daily functioning. CONCLUSIONS: Due to their high associated dropout rates, self-help cCBT programmes such as MoodGYM should not be provided as front-line treatments. However, as it is likely to be agreeable and beneficial to some service users, perhaps self-help cCBT should be provided as an additional treatment option.


Assuntos
Ansiedade/terapia , Terapia Cognitivo-Comportamental/instrumentação , Depressão/terapia , Serviços de Saúde Mental/organização & administração , Software , Estresse Psicológico/terapia , Terapia Assistida por Computador/instrumentação , Atividades Cotidianas/psicologia , Adolescente , Adulto , Análise de Variância , Ansiedade/psicologia , Depressão/psicologia , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Satisfação do Paciente , Vigilância da População , Avaliação de Programas e Projetos de Saúde , Estresse Psicológico/psicologia , Inquéritos e Questionários , Resultado do Tratamento , Listas de Espera , Adulto Jovem
2.
JMIR Ment Health ; 11: e52197, 2024 Jan 17.
Artigo em Inglês | MEDLINE | ID: mdl-38231552

RESUMO

BACKGROUND: A previously reported study examined the treatment of primary care patients with at least moderate severity depressive or anxiety symptoms via an evidence-based computerized cognitive behavioral therapy (CCBT) program (Beating the Blues) and an online health community (OHC) that included a moderated internet support group. The 2 treatment arms proved to be equally successful at 6-month follow-up. OBJECTIVE: Although highly promising, e-mental health treatment programs have encountered high rates of noninitiation, poor adherence, and discontinuation. Identifying ways to counter these tendencies is critical for their success. To further explore these issues, this study identified the primary care patient characteristics that increased the chances patients would not initiate the use of an intervention, (ie, not try it even once), initiate use, and go on to discontinue or continue to use an intervention. METHODS: The study had 3 arms: one received access to CCBT (n=301); another received CCBT plus OHC (n=302), which included a moderated internet support group; and the third received usual care (n=101). Participants in the 2 active intervention arms of the study were grouped together for analyses of CCBT use (n=603) because both arms had access to CCBT, and there were no differences in outcomes between the 2 arms. Analyses of OHC use were based on 302 participants who were randomized to that arm. RESULTS: Several baseline patient characteristics were associated with failure to initiate the use of CCBT, including having worse physical health (measured by the Short Form Health Survey Physical Components Score, P=.01), more interference from pain (by the Patient-Reported Outcomes Measurement Information System Pain Interference score, P=.048), less formal education (P=.02), and being African American or another US minority group (P=.006). Characteristics associated with failure to initiate use of the OHC were better mental health (by the Short Form Health Survey Mental Components Score, P=.04), lower use of the internet (P=.005), and less formal education (P=.001). Those who initiated the use of the CCBT program but went on to complete less of the program had less formal education (P=.01) and lower severity of anxiety symptoms (P=.03). CONCLUSIONS: This study found that several patient characteristics predicted whether a patient was likely to not initiate use or discontinue the use of CCBT or OHC. These findings have clear implications for actionable areas that can be targeted during initial and ongoing engagement activities designed to increase patient buy-in, as well as increase subsequent use and the resulting success of eHealth programs. TRIAL REGISTRATION: ClinicalTrials.gov NCT01482806; https://clinicaltrials.gov/study/NCT01482806.


Assuntos
Terapia Cognitivo-Comportamental , Depressão , Humanos , Depressão/terapia , Ansiedade/terapia , Internet , Dor , Atenção Primária à Saúde
3.
Behav Res Ther ; 159: 104200, 2022 12.
Artigo em Inglês | MEDLINE | ID: mdl-36244300

RESUMO

BACKGROUND: Early dropout hinders the effective adoption of brief psychological interventions and is associated with poor treatment outcomes. This study examined if attendance and depression treatment outcomes could be improved by matching patients to either face-to-face or computerized low-intensity psychological interventions. METHODS: Archival clinical records were analysed for 85,664 patients who accessed face-to-face or computerized guided self-help (GSH). The primary outcome was early dropout (attending ≤3 sessions). Supervised machine learning analyses were applied in a training sample (n = 55,529). The trained algorithm was cross-validated in an independent test sample (n = 30,135). The clinical utility of the model was evaluated using logistic regression, chi-square tests, and sensitivity analyses in a balanced subsample. RESULTS: Patients who received their model-indicated treatment modality were 12% more likely to receive an adequate dose of treatment OR = 1.12 (95% CI = 1.02 to 1.24), p = .02, and the strength of this effect was larger in the balanced subsample (OR = 2.10, 95% CI = 1.65 to 2.68, p < .001). Patients had better treatment outcomes when matched to their model-indicated treatment modality. CONCLUSIONS: Machine learning approaches may enable services to optimally match patients to the treatment modality that maximizes attendance.


Assuntos
Terapia Cognitivo-Comportamental , Humanos , Comportamentos Relacionados com a Saúde , Resultado do Tratamento , Aprendizado de Máquina
4.
JMIR Ment Health ; 9(4): e21111, 2022 Apr 11.
Artigo em Inglês | MEDLINE | ID: mdl-35404261

RESUMO

BACKGROUND: Text mining and machine learning are increasingly used in mental health care practice and research, potentially saving time and effort in the diagnosis and monitoring of patients. Previous studies showed that mental disorders can be detected based on text, but they focused on screening for a single predefined disorder instead of multiple disorders simultaneously. OBJECTIVE: The aim of this study is to develop a Dutch multi-class text-classification model to screen for a range of mental disorders to refer new patients to the most suitable treatment. METHODS: On the basis of textual responses of patients (N=5863) to a questionnaire currently used for intake and referral, a 7-class classifier was developed to distinguish among anxiety, panic, posttraumatic stress, mood, eating, substance use, and somatic symptom disorders. A linear support vector machine was fitted using nested cross-validation grid search. RESULTS: The highest classification rate was found for eating disorders (82%). The scores for panic (55%), posttraumatic stress (52%), mood (50%), somatic symptom (50%), anxiety (35%), and substance use disorders (33%) were lower, likely because of overlapping symptoms. The overall classification accuracy (49%) was reasonable for a 7-class classifier. CONCLUSIONS: A classification model was developed that could screen text for multiple mental health disorders. The screener resulted in an additional outcome score that may serve as input for a formal diagnostic interview and referral. This may lead to a more efficient and standardized intake process.

5.
Front Psychiatry ; 10: 201, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-31118904

RESUMO

Background: Although numerous mental health apps are commercially available, only a few of them have been empirically tested. PsyPills is an interactive and personalized mobile application, based on emotion regulation research and Rational Emotive Behavior Therapy principles, that can function as a stand-alone intervention aimed at offering immediate stress relief. Objective: In this paper, we describe the newly developed PsyPills app and present data obtained at 6 months after its release regarding its effectiveness for stress management. Methods: 115 users aged 15-79 years old (M = 39.01, SD = 13.49) accessed the app during the first 6 months after its release and were thus included in the study. Distress and specific cognitive processes were collected using visual analog scale measures. Results: Most users accessed the app with the purpose of searching anxiety relief and most often reported work-related distress. Seventy-Four users accessed PsyPills between 1 and 11 times (M = 2.68, SD = 2.59), and received 258 psychological prescriptions in total. PsyPills was effective in terms of reducing the frequency of dysfunctional emotions, such that significantly more users reported feeling functional emotions after accessing the application and reading its personalized prescriptions than those reporting not being able to change it [χ2 (1, N = 52) = 52.00 p < 0.001]. Using reminders of the psychological pill at specific times during the day made the PsyPills app more effective. Conclusions: Based on initial data on its first 6-month usage, the PsyPills app appears to be promising in terms of offering stress relief. However, future studies need to use golden standard design and investigate its efficacy as an adjunctive intervention.

6.
Asian J Psychiatr ; 38: 102-107, 2018 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-29146042

RESUMO

OBJECTIVE: This pilot study examined the feasibility, safety, and effectiveness of using an online computerized cognitive behavioral therapy (CBT) for treating Chinese patients with depression. METHODS: Seventy-five Chinese patients with depression in outpatient clinics were randomized into a 5-week intervention. The intervention group received the Chinese translated version of MoodGYM in addition to usual treatment, and the control group continued with usual treatment. Participants completed the 20-item Center for Epidemiologic Studies Depression Scale (CES-D) pre- and post-intervention. RESULTS: We conducted multivariate linear regression analyses to compare the change in CES-D scores for completers after the intervention. Seventy-eight percent (n=29) of participants in the intervention group and 84% (n=32) of patients in the control group completed the post-treatment assessments, and no serious adverse events were reported. Results indicated that while both groups significantly improved at post test, the intervention group improved significantly more than the control group (t(59)=2.37, p=0.02). CONCLUSION: Computerized CBT can be a cost-effective adjunct to medication treatment, particularly in areas with limited access to mental health services. The use of online computerized CBT has been found to be effective in many studies in Western countries, but has not been studied among Chinese outpatients. This study suggests that online computerized CBT is acceptable, and that MoodGYM is a feasible and efficacious augmentative treatment, specifically when used within an outpatient clinic population. With this small sample size we were able to demonstrate that the addition of MoodGYM to usual care improved treatment outcomes for outpatients with depression in China.


Assuntos
Terapia Cognitivo-Comportamental/métodos , Depressão/terapia , Transtorno Depressivo/terapia , Avaliação de Resultados em Cuidados de Saúde , Terapia Assistida por Computador/métodos , Adulto , China , Análise Custo-Benefício , Estudos de Viabilidade , Feminino , Humanos , Internet , Masculino , Pacientes Ambulatoriais , Projetos Piloto , Tradução
7.
Internet Interv ; 11: 11-19, 2018 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-30135755

RESUMO

Previous research has reported mixed findings regarding the relationship between therapeutic alliance, engagement and outcomes in e-mental health. This study aims to overcome some of the methodological limitations of previous research and extend our understanding of alliance-outcome relationships in e-mental health by exploring the nature of the relationship triangle between the patient, their care manager and their computerized cognitive behavioural therapy (CCBT) program, accessed with or without an Internet Support Group (ISG). Positive patient-rated alliance with both their care manager and the CCBT program itself was found and these were significantly associated with measures of engagement and clinical outcome. The magnitude of this association was moderate, and within the range of that reported for traditional face-to-face psychotherapies in recent meta-analyses. Limitations of the study, including the reliance on completer data and a cross-sectional design, and directions for future research are presented. Our findings suggest that both the training and supervision of support staff and the optimization of CCBT interventions themselves to enhance alliance and experience may lead to improved engagement and outcomes. TRIAL REGISTRATION: Clinicaltrials.gov Identifier: NCT01482806https://www.clinicaltrials.gov/ct2/show/NCT01482806?term=rollman&rank=4.

8.
JMIR Serious Games ; 6(3): e13, 2018 Jul 05.
Artigo em Inglês | MEDLINE | ID: mdl-29980495

RESUMO

BACKGROUND: Depression is a major health issue for indigenous adolescents, yet there is little research conducted about the efficacy and development of psychological interventions for these populations. In New Zealand there is little known about taitamariki (Maori adolescent) opinions regarding the development and effectiveness of psychological interventions, let alone computerized cognitive behavioral therapy. SPARX (Smart, Positive, Active, Realistic, X-factor thoughts) is a computerized intervention developed in New Zealand to treat mild-to-moderate depression in young people. Users are engaged in a virtual 3D environment where they must complete missions to progress to the next level. In each level there are challenges and puzzles to completeIt was designed to appeal to all young people in New Zealand and incorporates several images and concepts that are specifically Maori. OBJECTIVE: The aim was to conduct an exploratory qualitative study of Maori adolescents' opinions about the SPARX program. This is a follow-up to an earlier study where taitamariki opinions were gathered to inform the design of a computerized cognitive behavior therapy program. METHODS: Taitamariki were interviewed using a semistructured interview once they had completed work with the SPARX resource. Six participants agreed to complete the interview; the interviews ranged from 10 to 30 minutes. RESULTS: Taitamariki participating in the interviews found SPARX to be helpful. The Maori designs from the SPARX game were appropriate and useful, and the ability to customize the SPARX characters with Maori designs was beneficial and appeared to enhance cultural identity. These helped young people to feel engaged with SPARX which, in turn, assisted with the acquisition of relaxation and cognitive restructuring skills. Overall, using SPARX led to improved mood and increased levels of hope for the participants. In some instances, SPARX was used by wider whanau (Maori word for family) members with reported beneficial effect. CONCLUSIONS: Overall, this small group of Maori adolescents reported that cultural designs made it easier for them to engage with SPARX, which, in turn, led to an improvement in their mood and gave them hope. Further research is needed about how SPARX could be best used to support the families of these young people.

9.
JMIR Serious Games ; 6(4): e11249, 2018 Dec 21.
Artigo em Inglês | MEDLINE | ID: mdl-30578194

RESUMO

BACKGROUND: Lesbian, gay, bisexual, and transgender (LGBT) youth and other young people diverse in terms of their sexuality and gender (LGBT+) are at an elevated risk of mental health problems such as depression. Factors such as isolation and stigma mean that accessing mental health services can be particularly challenging for LGBT+ young people, and previous studies have highlighted that many prefer to access psychological support on the Web. Research from New Zealand has demonstrated promising effectiveness and acceptability for an LGBT+ focused, serious game-based, computerized cognitive behavioral therapy program, Rainbow Smart, Positive, Active, Realistic, X-factor thoughts (SPARX). However, there has been limited research conducted in the area of electronic therapy (e-therapy) for LGBT+ people. OBJECTIVE: This study aimed to explore how and why LGBT+ young people use the internet to support their mental health. This study also sought to explore LGBT+ young people's and professionals' views about e-therapies, drawing on the example of Rainbow SPARX. METHODS: A total of 3 focus groups and 5 semistructured interviews were conducted with 21 LGBT+ young people (aged 15-22 years) and 6 professionals (4 health and social care practitioners and 2 National Health Service commissioners) in England and Wales. A general inductive approach was used to analyze data. RESULTS: LGBT+ youth participants considered that the use of the internet was ubiquitous, and it was valuable for support and information. However, they also thought that internet use could be problematic, and they highlighted certain internet safety and personal security considerations. They drew on a range of gaming experiences and expectations to inform their feedback about Rainbow SPARX. Their responses focused on the need for this e-therapy program to be updated and refined. LGBT+ young people experienced challenges related to stigma and mistreatment, and they suggested that strategies addressing their common challenges should be included in e-therapy content. Professional study participants also emphasized the need to update and refine Rainbow SPARX. Moreover, professionals highlighted some of the issues associated with e-therapies needing to demonstrate effectiveness and challenges associated with health service commissioning processes. CONCLUSIONS: LGBT+ young people use the internet to obtain support and access information, including information related to their mental health. They are interested in LGBT-specific e-therapies; however, these must be in a contemporary format, engaging, and adequately acknowledge the experiences of LGBT+ young people.

10.
Internet Interv ; 8: 40-47, 2017 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-30135827

RESUMO

AIM: The use of computerized mental health programs with vulnerable youth, such as early school leavers, remains relatively unstudied. This pilot study examined the feasibility of delivering a computerized cognitive behavioral therapy (cCBT) gaming intervention (SPARX-R) for young people (age 15-20 years) who have left school early and are attending Youthreach, an alternative education (AE) program in Ireland. METHOD: Students (n = 146) from twenty-one Youthreach Centers were randomized to SPARX-R and no-intervention control. All students within the group were included in the study whether or not they were exhibiting heightened levels of depression. Program impact was examined on both negative and positive indicators of mental health, including depression (primary outcome), generalized anxiety, general mental wellbeing, coping and emotion regulation. Assessments were conducted at baseline and post-intervention (7 weeks). Participants that provided data at post-assessment (n = 66) were included in the analysis. RESULTS: The participants completed on average 5.3 modules of SPARX-R with 30% (n = 9) completing the entire program. A significant improvement in emotion regulation strategies was detected, with expressive suppression decreasing significantly in the SPARX-R group in comparison to the control (- 2.97, 95% CI - 5.48 to - 0.46, p = 0.03). CONCLUSIONS: Findings suggest that SPARX-R has a positive impact on emotion regulation. The lack of significant findings on other outcome measures may be attributed to inadequate sample size, and therefore, further research with larger samples are required to establish the effectiveness of the program in reducing depression and anxiety and improving psychological wellbeing among young people attending AE.

11.
Front Psychiatry ; 7: 215, 2016.
Artigo em Inglês | MEDLINE | ID: mdl-28119636

RESUMO

Computer games are ubiquitous and can be utilized for serious purposes such as health and education. "Applied games" including serious games (in brief, computerized games for serious purposes) and gamification (gaming elements used outside of games) have the potential to increase the impact of mental health internet interventions via three processes. First, by extending the reach of online programs to those who might not otherwise use them. Second, by improving engagement through both game-based and "serious" motivational dynamics. Third, by utilizing varied mechanisms for change, including therapeutic processes and gaming features. In this scoping review, we aim to advance the field by exploring the potential and opportunities available in this area. We review engagement factors which may be exploited and demonstrate that there is promising evidence of effectiveness for serious games for depression from contemporary systematic reviews. We illustrate six major categories of tested applied games for mental health (exergames, virtual reality, cognitive behavior therapy-based games, entertainment games, biofeedback, and cognitive training games) and demonstrate that it is feasible to translate traditional evidence-based interventions into computer gaming formats and to exploit features of computer games for therapeutic change. Applied games have considerable potential for increasing the impact of online interventions for mental health. However, there are few independent trials, and direct comparisons of game-based and non-game-based interventions are lacking. Further research, faster iterations, rapid testing, non-traditional collaborations, and user-centered approaches are needed to respond to diverse user needs and preferences in rapidly changing environments.

12.
Trials ; 17(1): 220, 2016 Apr 27.
Artigo em Inglês | MEDLINE | ID: mdl-27121090

RESUMO

BACKGROUND: Low mood is a common mental health problem with significant health consequences. Studies have shown that cognitive behavioural therapy (CBT) is an effective treatment for low mood and anxiety when delivered one-to-one by an expert practitioner. However, access to this talking therapy is often limited and waiting lists can be long, although a range of low-intensity interventions that can increase access to services are available. These include guided self-help materials delivered via books, classes and online packages. This project aims to pilot a randomized controlled trial of an online CBT-based life skills course with community-based individuals experiencing low mood and anxiety. METHODS: Individuals with elevated symptoms of depression will be recruited directly from the community via online and newspaper advertisements. Participants will be remotely randomized to receive either immediate access or delayed access to the Living Life to the Full guided online CBT-based life skills package, with telephone or email support provided whilst they use the online intervention. The primary end point will be at 3 months post-randomization, at which point the delayed-access group will be offered the intervention. Levels of depression, anxiety, social functioning and satisfaction will be assessed. DISCUSSION: This pilot study will test the trial design, and ability to recruit and deliver the intervention. Drop-out rates will be assessed and the completion and acceptability of the package will be investigated. The study will also inform a sample size power calculation for a subsequent substantive randomized controlled trial. TRIAL REGISTRATION: ISRCTN ISRCTN12890709.


Assuntos
Adaptação Psicológica , Afeto , Ansiedade/terapia , Terapia Cognitivo-Comportamental , Depressão/terapia , Terapia Assistida por Computador , Ansiedade/diagnóstico , Ansiedade/psicologia , Protocolos Clínicos , Depressão/diagnóstico , Depressão/psicologia , Humanos , Internet , Pacientes Desistentes do Tratamento , Satisfação do Paciente , Projetos Piloto , Escalas de Graduação Psiquiátrica , Projetos de Pesquisa , Autocuidado , Comportamento Social , Fatores de Tempo , Resultado do Tratamento , Reino Unido
13.
JMIR Serious Games ; 2(1): e3, 2014 Feb 18.
Artigo em Inglês | MEDLINE | ID: mdl-25659116

RESUMO

BACKGROUND: A randomized control trial demonstrated that a computerized cognitive behavioral therapy (cCBT) program (Smart, Positive, Active, Realistic, X-factor thoughts [SPARX]) was an appealing and efficacious treatment for depression for adolescents in New Zealand. Little is known about the acceptability of computerized therapy programs for rural Australians and the suitability of computerized programs developed in one cultural context when used in another country. Issues such as accents and local differences in health care access might mean adjustments to programs are required. OBJECTIVE: This study sought to explore the acceptability of SPARX by youth in rural Australia and to explore whether and how young people would wish to access such a program. METHODS: Focus groups and semistructured interviews were conducted with 16 young people attending two youth-focused community services in a small, rural Tasmanian town. An inductive data-driven approach was used to identify themes using the interview transcripts as the primary data source. Interpretation was supported by demographic data, observer notes, and content analysis. RESULTS: Participants reported that young people want help for mental health issues but they have an even stronger need for controlling how they access services. In particular, they considered protecting their privacy in their small community to be paramount. Participants thought computerized therapy was a promising way to increase access to treatment for youth in rural and remote areas if offered with or without therapist support and via settings other than school. The design features of SPARX that were perceived to be useful, included the narrative structure of the program, the use of different characters, the personalization of an avatar, "socialization" with the Guide character, optional journaling, and the use of encouraging feedback. Participants did not consider (New Zealand) accents off-putting. Young people believed the SPARX program would appeal to those who play computer games generally, but may be less appealing for those who do not. CONCLUSIONS: The findings suggest that computerized therapy offered in ways that support privacy and choice can improve access to treatment for rural youth. Foreign accents and style may not be off-putting to teenage users when the program uses a playful fantasy genre, as it is consistent with their expectation of fantasy worlds, and it is in a medium with which they already have a level of competence. Rather, issues of engaging design and confidential access appeared to be more important. These findings suggest a proven tool once formally assessed at a local level can be adopted cross-nationally.

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