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2.
JMIR Res Protoc ; 11(1): e33525, 2022 Jan 13.
Artigo em Inglês | MEDLINE | ID: mdl-35023844

RESUMO

BACKGROUND: Digital stories-first-person, self-made, 2- to 3-minute videos-generate awareness, impart knowledge, and promote understanding on topics such as mental illness. Digital stories are a narrative-based art form often created by individuals without formal training in filmmaking to relate personal experiences. Somewhat like digital narratives, video testimonies created within the social marketing or fundraising campaigns of government agencies and private or public corporations aim to reduce the stigma of mental illness while supporting research and services. In video testimonies, personal stories are captured on camera by professional filmmakers. Sharing critical life events greatly benefits tellers and listeners alike, supporting catharsis, healing, connectiveness, and citizenship. OBJECTIVE: This study explores digital stories and video testimonies featuring mental illness and recovery in their ability to elicit empathy and compassion while reducing stigma among viewers. METHODS: Using mixed methods, phase 1 will involve a search of Canadian social marketing activities and fundraising campaigns concerning mental illness and recovery. Phase 2 will involve the organization of digital storytelling workshops in which participants will create digital stories about their own experiences of mental illness and recovery. In phase 3, a pilot randomized controlled trial will be undertaken to compare marketing and fundraising campaigns with digital stories for their impact on viewers, whereas phase 4 will focus on knowledge dissemination. RESULTS: Ethics approval for this study was received in March 2021. Data on the feasibility of the study design and the results of the controlled trial will be generated. This study will produce new knowledge on effective ways of promoting mental health awareness and decreasing stigma, with practical importance for future social marketing and fundraising campaigns. The anticipated time for completion within the 2-year study period includes 9 months for phase 1 (knowledge synthesis activities identifying social marketing and fundraising campaigns) and phase 2 (storytelling workshops), 11 months for phase 3 (feasibility assessment and data collection: randomized controlled trial), and 2 months for phase 4 (knowledge dissemination). CONCLUSIONS: The knowledge generated will have practical implications for the public and for future social marketing and fundraising campaigns promoted by government agencies as well as nonprofit and for-profit organizations by enhancing our understanding of how individuals and societies respond to stories of mental distress and what prompts citizens to help others. TRIAL REGISTRATION: ClinicalTrials.gov NCT04881084; https://clinicaltrials.gov/ct2/show/NCT04881084. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): PRR1-10.2196/33525.

3.
Front Digit Health ; 4: 814248, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35465647

RESUMO

Nearly all young people use the internet daily. Many youth with mental health concerns, especially since the Covid-19 pandemic, are using this route to seek help, whether through digital mental health treatment, illness prevention tools, or supports for mental wellbeing. Videogames also have wide appeal among young people, including those who receive mental health services. This review identifies the literature on videogame interventions for young people, ages 12-29, and maps the data on game use by those with mental health and substance use problems, focusing on evidence for the capacity of games to support treatment in youth mental health services; how stakeholders are involved in developing or evaluating games; and any potential harms and ethical remedies identified. A systematic scoping review methodology was used to identify and assess relevant studies. A search of multiple databases identified a total of 8,733 articles. They were screened, and 49 studies testing 32 digital games retained. An adapted stepped care model, including four levels, or steps, based on illness manifestation and severity, was used as a conceptual framework for organizing target populations, mental health conditions and corresponding digital games, and study results. The 49 selected studies included: 10 studies (20.4%) on mental health promotion/prevention or education for undiagnosed youth (Step 0: 7 games); 6 studies (12.2%) on at-risk groups or suspected mental problems (Step 1: 5 games); 24 studies (49.0%) on mild to moderate mental conditions (Steps 2-3: 16 games); and 9 studies (18.4%) focused on severe and complex mental conditions (Step 4: 7 games). Two interventions were played by youth at more than one level of illness severity: the SPARX game (Steps 1, 2-3, 4) and Dojo (Steps 2-3 and 4), bringing the total game count to 35 with these repetitions. Findings support the potential integration of digital games in youth services based on study outcomes, user satisfaction, relatively high program retention rates and the potential usefulness of most games for mental health treatment or promotion/prevention. Most studies included stakeholder feedback, and involvement ratings were very high for seven games. Potential harms were not addressed in this body of research. This review provides an important initial repository and evaluation of videogames for use in clinical settings concerned with youth mental health.

4.
In Vivo ; 25(6): 923-8, 2011.
Artigo em Inglês | MEDLINE | ID: mdl-22021685

RESUMO

The performed study gives a literature review of preclinical and clinical publications on tissue engineering and regenerative medicine. Furthermore, an overview of the clinical application of these processes is given. The literature research was based on different electronic media, e.g. Medline of the National Library of Medicine. The quality assessment of this study was performed by standardized, evidence-based criteria. Studies were analyzed regarding the clinical area of application, organ systems, tissue types, level of evidence, cell types and release date. Since 1989, the number of publications in the field of tissue engineering has increased dramatically. The articles deal predominantly with three tissues (skin, bone or cartilage). Even if the number of clinical studies is increasing, there is still a lack of clinical studies with a high level of evidence. The research has moved from preclinical research to the field of applied medicine. There is a need for strategically planned clinical trials to establish clinical guidelines for this field.


Assuntos
Medicina Baseada em Evidências , Editoração , Medicina Regenerativa , Engenharia Tecidual
5.
Expert Opin Investig Drugs ; 19(12): 1623-30, 2010 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-21105858

RESUMO

IMPORTANCE OF THE FIELD: As the pathogenesis of ulcerative colitis (UC) is unknown, a causative therapy is lacking. Therefore, some UC patients suffer from disease activity despite symptomatic anti-inflammatory treatment strategies. We claim that reduction of phosphatidylcholine (PC) in colonic mucus impairs the mucosal barrier and, thus, causes attacks of the commensal bacterial flora to induce colitis. Thus, mucus PC substitution could provide a causal therapy for UC. AREAS COVERED IN THIS REVIEW: A delayed released oral PC preparation (rPC) was found to substitute for the lack of PC in rectal mucus. In non-steroid-treated active UC, 53% of rPC-treated patients reached remission compared with 10% of placebo patients (p < 0.001). In a second trial with chronic-active, steroid-dependent UC patients, steroid withdrawal with a concomitant achievement of remission (CAI ≤ 3) or clinical response (≥ 50% CAI improvement) was reached in 15 rPC-treated patients (50%) but only in 3 (10%) placebo patients (p = 0.002). WHAT THE READER WILL GAIN: The concept that missing PC in colonic mucus is the main pathogenetic factor for development of UC. PC can be substituted by rPC, which cures the disease in the majority of patients. TAKE HOME MESSAGE: rPC is, to our knowledge, the first causative therapeutic option for patients with UC.


Assuntos
Ensaios Clínicos Fase II como Assunto , Colite Ulcerativa/tratamento farmacológico , Colite Ulcerativa/metabolismo , Fosfatidilcolinas/administração & dosagem , Fosfatidilcolinas/metabolismo , Animais , Ensaios Clínicos Fase II como Assunto/métodos , Preparações de Ação Retardada/administração & dosagem , Preparações de Ação Retardada/metabolismo , Humanos , Fosfatidilcolinas/efeitos adversos
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