Secondary Research: Book & Journal Review
Insight:
Digital technology has the potential to help young generations to adjust mental health issues and situations through web platform, wearable health trackers and Apps.
Majority of teens has their own digital products such as smartphones and laptops, which means they can access to the most digital mental health products.
Game is a new way to reduce stress and other mental health problems through motivational interactions, long term experience for having a health habits. and relaxing and entertainment environment.
Music and art can reduce mental health problems.
Although people download the digital mental health Apps, but not all of them are use it, which means the usage of the digital mental health methods is not fully utilized by the users.
Good design of the digital mental health platform can shorten the gap with users through providing a user-friendly digital environment.
In order to help people self-regulated their emotional changes and reduce the rate of mental health problems, combining technology with the sensory such as vision, hearing, smell and touch is my direction to providing digital mental health solutions.
Data point:
1. Smartphone has the potential to provide efficient methods and treatments to the users through mental health Apps based on the scientific evidence and methodology.
2. Majority of Mental Health Apps focus on Depression, anxiety/stress but most of them failed to have direct effect on those problems. Rest of target effects are substance use, ecological momentary assessment and intervention feasibility and adherence.
3. mHealth apps are perceived to be a useful vehicle for enhancing access to evidence-based monitoring and self-help. However, common technical problems (e.g., battery failure, connectivity, freezing of app) need to be overcome.
4. Usability, Helpfulness, and Satisfaction ratings of Mental Health Apps were high, and some of the included studies provided subjects with monetary rewards for participation, which is likely to artificially raise adherence rates as well.
5. Consider about sustainability, the rapid growth and development of thousands of non-evidence-based mental health technologies has generated the need for independent regulation.
6. Mental Health Apps deliver supports to all patients who need and desire it, the care system provide services that can be delivered cost effectively, remotely, and in settings where people most frequently receive care such as primary care or community social service.
7. Design flexibility is maximal in the initial design phases and becomes increasingly hard to change and adjust as the TES becomes developed, deployed, and integrated into care settings. It is imperative that we build implementation and sustainment into the design process from the very inception, when there is maximum flexibility.
8. As teens virtually always have a digital device at their fingertips, it is clear that public health interventions and informational campaigns must be tailored to reflect the ways that teens currently navigate digital health information and the health challenges that concern them most.
9. A large percentage of adolescents use mobile media, with nearly 70% of youth ages 13–17 owning a smartphone.
10. In 2011, there were 1,056 “Healthcare and Fitness” applications available in the Apple App Store. Nearly 37% of these apps were categorized as fitness apps or tracking apps.
11. There remains a gap in literature in regards to how adolescents use the Internet, mobile technology and wearable devices for health as well as which health topics adolescents frequently search for.
12. Research has demonstrated the use of digital platforms to stage health behavior interventions among adolescents. By using tailored messaging and reminders to perform positive health behaviors along with an incentives-based approach, Internet interventions proved more successful at eliciting behavior change.
13. A total of 84% of teens reported having received health information online during their lifetime, including a quarter of all teens (25%) who said they have received “a lot” of health information online, 36% who get “some” and 22% who get “only a little” health information online.
14. The 25% of teens who get a lot of health information online is less than half the proportion that gets a lot of information from their parents (55%), but it is surprisingly close to the proportion that gets “a lot” of health information from doctors and nurses (29%).
15. One in ten teens (10%) said they get “a lot” of health information from social networking sites, and an additional 23% said they get at least “some” from such sites.
16. Among all 13- to 18-year-olds, 62% reported having a smartphone, 51% having a laptop, and 37% having their own tablet device. A total of nearly three-quarters (73%) had either a tablet or smartphone, which would allow them to download and use mobile health apps.
17. Although 21% of all teens had downloaded a health-related mobile app, far fewer actually used them. Among those who had downloaded a health-related app, almost half (47%) hardly ever or never used them, another 45% sometimes used them, and 8% often used them.
18. The vast majority of teens (91%) had never used a wearable health tracker such as a Fitbit or Fuel Band. Indeed, the conversation in focus groups indicated that many teens consider such devices an “adult” thing.
19. Clearly, the Internet has become a key resource for young people concerned about eating well and exercising. Stress and anxiety seem to be other key concerns for teens, with 19% having looked for information about these topics online—the third most-common topic researched online.
20. Other top-ten topics researched online include sexually transmitted diseases (STDs) (18%), puberty (18%), sleep (16%), depression or other mental health issues (16%), hygiene (12%), colds/flu (12%), and drug or alcohol abuse (12%).
21. Girls were more likely than boys to have looked up certain topics online: for example, depression (22% of girls, compared to 10% of boys), diet/nutrition (44% of girls vs. 29% of boys), stress/anxiety (25% vs. 14%), and eating disorders (17% vs. 5%).
22. Among those who have used a mobile health app (21% of all teens), 36% said they changed their behavior because of the app. And among those who used a wearable digital health device (7% of all teens), 17% said they changed their behavior because of it. From the base of “all teens,” this means that 28% say they have changed a health-related behavior due to online information, 7% due to a mobile app, 2% due to digital games, and 1% due to wearable devices.
23. The most widely available mobile digital device was the smartphone, which 62% of all 13- to 18-year-olds had.
24. Concern over various health topics also varies by in-come level. Teens from lower income levels tended to have greater concern over health topics such as ADHD, depression/mental health, heart disease and pregnancy. As income increased, concern for such topics tended to decrease.
25. Increasingly, people with diverse health conditions turn to social media to share their illness experiences or seek advice from others with similar health concerns.
26. The idea that creative expression can make a powerful contribution to the healing process has been embraced in many different cultures.
27. Music is the most accessible and most researched medium of art and healing, and there has been a principal emphasis on the soothing capacity of music and its ability to offset overly technological approaches to care.
28. Art helps people express experiences that are too difficult to put into words, such as a diagnosis of cancer. Some people with cancer explore the meanings of past, present, and future during art therapy, thereby integrating cancer into their life story and giving it meaning.
29. Art can be a refuge from the intense emotions associated with illness, Expressive writing can improve control over pain, depressed mood, and pain severity.
30. Through creativity and imagination, we find our identity and our reservoir of healing. The more we understand the relationship between creative expression and healing, the more we will discover the healing power of the arts.
31. Games are a suitable approach for mental health interventions as they are played broadly by people across a range of indicators of mental health. have strong motivational pull, and are accessible to players from a broad range of demographics.
32. The prevalence of mental illness is on the rise ----the National Institute of Mental Health reports that 18% of adults in the United States had a diagnosed mental illness in 2014; however, 57% of adults with mental illness in the United States do not receive treatment.
33. Because mental health issues are prevalent across demographic groups, it is important to ensure that people have access to treatment, independent of their work schedule, geographic location, or the capacity of the health care system. Games are generally accessible, independent of time of the day or location.
34. leveraging the motivational pull of games may increase participation in a digital mental health intervention.
35. Inhaler’s practicability and readiness may render it an effective tool for stress management. Pleasant odour experience makes up one important part of the effect.
36. Odours produce very strong and practically relevant biological effects. This new form of aromatherapy provides a ready-to-use, practical and health-risk-free method to reduce both mental and physical stress.
Bibliography
Mohr, David C., et al. “Accelerating Digital Mental Health Research from Early Design and Creation to Successful Implementation and Sustainment.” Journal of Medical Internet Research, vol. 19, no. 5, 2017, pp. e153.
Wartella, Ellen, et al. “Teens, Health and Technology: A National Survey.” Media and Communication, vol. 4, no. 3, 2016, pp. 13-23.
Naslund, John A., et al. “Naturally Occurring Peer Support through Social Media: The Experiences of Individuals with Severe Mental Illness using YouTube.” PloS One, vol. 9, no. 10, 2014, pp. e110171.
Donker, Tara, et al. “Smartphones for Smarter Delivery of Mental Health Programs: A Systematic Review.” Journal of Medical Internet Research, vol. 15, no. 11, 2013, pp. e247.
Stuckey, Heather L., and Jeremy Nobel. “The Connection between Art, Healing, and Public Health: A Review of Current Literature.” American Journal of Public Health, vol. 100, no. 2, 2010, pp. 254-263.
Mandryk, Regan L., and Max V. Birk. “Toward Game-Based Digital Mental Health Interventions: Player Habits and Preferences.” Journal of Medical Internet Research, vol. 19, no. 4, 2017, pp. e128.
Schneider, Rainer. “There is Something in the Air: Testing the Efficacy of a New Olfactory Stress Relief Method (AromaStick®): Olfactory Stress Relief.” Stress and Health, vol. 32, no. 4, 2016, pp. 411-426.
Comments