A Gamified Digital Intervention Using Behavioural Activation for Adolescent Depression in Rural South Africa: A Pilot Randomised Controlled Trial (the DoBAt Study) DOI
Bianca D Moffett, Julia Ruiz Pozuelo, Eustasius Musenge

et al.

Published: Jan. 1, 2024

Language: Английский

A Bibliometric Analysis of Healthcare Intervention-Related Studies Reporting Patient and Public Involvement and Engagement DOI Open Access
Wenze Lu, Yan Li, Jed Montayre

et al.

Healthcare, Journal Year: 2025, Volume and Issue: 13(3), P. 305 - 305

Published: Feb. 2, 2025

Background/Objectives: Patient and public involvement engagement (PPIE) has gained global recognition as an innovative healthcare research practice. PPIE engages end-users throughout the process, improving intervention effectiveness, resource efficiency, user satisfaction. Despite its increasing inclusion in studies, comprehensive bibliometric reviews of intervention-related studies reporting are scarce. This study aims to conduct a analysis recent decades identify key worldwide features, themes, trends. Methods: The includes 10,624 relevant English articles published Web Science (WoS) Core Collection up 26 November 2024. Search terms were selected based on conceptualization, interventional types, related terms. Using WoS descriptive CiteSpace, we examined features identified major international themes Results: There been significant increase number over past five years, especially from United States Kingdom, with rise Asia. However, cross-national collaboration remains limited. Key include “community participation”, “health equity”, “coronary heart disease”, “web-based patient empowerment”, “mental illness”, “obesity prevention”, growing interest “mobile health” “digital health”. Conclusions: provides up-to-date overview characteristics evolving trends PPIE. It highlights regions limited implementation, suggests pathways for further development, identifies themes. offers researchers practitioners valuable insights into tracking interventions fostering collaborations evidence-based leading scholars institutions worldwide. Additionally, findings drive innovations aimed at outcomes.

Language: Английский

Citations

1

Co-design methodologies to develop mental health interventions with young people: a systematic review DOI
Alessandra Chinsen,

Ashley Berg,

S.M. Nielsen

et al.

The Lancet Child & Adolescent Health, Journal Year: 2025, Volume and Issue: unknown

Published: April 1, 2025

Language: Английский

Citations

0

Developing and testing tele-support psychotherapy using mobile phones for depression among youth in Kampala district, Uganda: study protocol for a pilot randomized controlled trial DOI Creative Commons
Etheldreda Nakimuli‐Mpungu,

Jeremiah Mutinye Kwesiga,

John Mark Bwanika

et al.

Frontiers in Digital Health, Journal Year: 2025, Volume and Issue: 7

Published: Feb. 18, 2025

In the post-COVID-19 era, depressive disorders among youth have risen significantly, creating an urgent need for accessible, cost-effective mental health interventions. This study adapts Group Support Psychotherapy into Tele-Support (TSP) via mobile phones. It aims to evaluate its feasibility, acceptability, effectiveness, and cost-efficiency in addressing mild moderate depression central Uganda. will use a mixed-methods approach, starting with qualitative phase adapt Guided by ecological theories Unified Theory of Acceptance Use Technology (UTAUT), focus group discussions interviews youth, professionals, stakeholders inform development youth-tailored call platform integrated Rocket Health Africa's telehealth services. Data be analyzed using grounded theory MAXQDA Analytics Pro 2022 guide intervention adaptation. An open-label randomized controlled trial enroll 300 (15-30 years) from Kampala, Uganda, (TSP). Participants TSP standard services (SMHS) or SMHS alone. Primary outcomes include feasibility secondary assessing cost-effectiveness, symptom changes, social support. Intention-to-treat analysis structural equation modeling treatment effects, complemented insights implementation barriers facilitators. protocol develops evaluates resource-limited settings, gaps exacerbated COVID-19. Using user-centered design mixed methods, it explores TSP's adaptability, cost-effectiveness while like technology literacy, laying groundwork accessible digital solutions. PACTR202201684613316.

Language: Английский

Citations

0

Exploring Generative AI in Digital Mental Health: Adolescent Perspectives from Rural South Africa on Culturally Relevant Content Creation (Preprint) DOI
Sophie Dallison, Bianca D Moffett, Princess Makhubela

et al.

Published: March 6, 2025

BACKGROUND The Kuamsha app was originally developed for a two-arm randomised controlled pilot trial (the DoBAt study), which assessed the feasibility, acceptability, and initial efficacy of digital choose-your-own-adventure style serious game that delivered behavioural activation (BA) therapy to adolescents with depression in rural South Africa. OBJECTIVE This qualitative study explored role generative artificial intelligence (AI) as novel method developing engaging, relatable, relevant mental health content METHODS Through interactive, exploratory workshops focus group discussions, compared stories, images, songs created by AI those app, intervention without AI. RESULTS Inductive thematic analysis revealed three themes: ‘Use tools workshop’, ‘Reflections on creations comparison’ ‘Thinking towards future’. Adolescents generally showed preference AI-generated media media, creative process an important aspect adolescents. CONCLUSIONS highlighted current biases existing while also demonstrating significant potential enhance ‘real-time’ co-design interventions incorporating more culturally personalised content.

Language: Английский

Citations

0

Digital health interventions for depression and anxiety in low- and middle-income countries: A rapid scoping review (Preprint) DOI Creative Commons
Leena W. Chau, Raymond W. Lam, Harry Minas

et al.

Published: March 12, 2025

BACKGROUND Low-and middle-income countries (LMICs), which bear a larger proportion of the global mental illness burden, have been disproportionately impacted by COVID-19 pandemic due to pre-existing health care system deficiencies. The has also led considerable increase in delivered through digital interventions (DMHIs), many adapted from in-person formats. There is thus need examine their fidelity original format, along with issues around usability and other challenges facilitators uptake LMICs. As most DMHIs developed high-income countries, an examination cultural adaptation LMIC settings will be critical. OBJECTIVE purpose this research conduct rapid scoping review available evidence for depression anxiety, two common disorders, METHODS A was conducted following PRISMA Extension Scoping Reviews processes reviews Tricco et al., (2017). PubMed PsychInfo databases were searched records published between January 2020, when declared public emergency, June 2024 using search strategy consultation liaison librarian. accelerated development DMHIs, timeframe utilized capture recent literature that may incorporated new methods application. across three domains: 1) interventions; 2) or anxiety; 3) Data charted final according intervention type, discussions fidelity, usability, adaptation, RESULTS total 64 included analysis, reasons exclusion (e.g., focused on general, not being DMHI, LMICs) reported. Six DMHI platforms identified: mobile app; telemedicine; web-based programs; 4) videoconferencing; 5) virtual reality; 6) social media-based interventions. Less than half referenced related apps. Challenges pertained technological system, engagement issues, structural barriers, concerns privacy confidentiality. Facilitators widespread phone usage, built supervision training features, convenience. Many emphasized importance appropriateness. CONCLUSIONS Despite opportunities offer reducing treatment gap, further work examining user engagement, required. Given rapidly changing landscape delivery warranted emergent changes, including potential harms unrestrained ethical implications increasing integration artificial intelligence. CLINICALTRIAL n/a

Language: Английский

Citations

0

Peer Perspectives on Challenges Encountered During a Multi-Site Digital Mental Health Intervention Project DOI Creative Commons
S. Biblia, Elizabeth V. Eikey, Dana B. Mukamel

et al.

Administration and Policy in Mental Health and Mental Health Services Research, Journal Year: 2025, Volume and Issue: unknown

Published: April 19, 2025

Abstract Peers are individuals with lived experience of mental health challenges trained to provide support others similar challenges. Help@Hand was a multi-site project that integrated peers into digital intervention (DMHI) implementation. This study uses the Consolidated Framework for Implementation Research (CFIR) frame reported by when implementing DMHIs. Individuals leading local peer workforce completed quarterly online surveys about perceived DMHI Biannual interviews probed details on survey-reported 103 and 39 bi-annual were collected from key informants at 11 sites between Summer 2020 Fall 2022. One challenge tied directly DMHIs; namely, device distribution. Several related Process, including recruiting qualified integrating implementations; communication collaboration; translation. Challenges in Individual domain included unclear roles multi-tasking across various projects. Inner Setting structural barriers hiring peers, issues management, turnover. Outer environmental technology readiness, COVID-19, decision-making processes collaborative, uneven sites’ peers. Funding uncertainty bridged Settings. Using CFIR model implementation yielded useful lessons, especially engaged as partners planning process. Successful will be enhanced ensuring adequate readiness tech-based interventions, clear role definition, streamlined processes, well-delineated lines locally sites.

Language: Английский

Citations

0

Digital Mental Health Interventions for Adolescents in Low- and Middle-Income Countries: A Scoping Review (Preprint) DOI Creative Commons
Carolina Wani, Lisa McCann, Marilyn Lennon

et al.

Journal of Medical Internet Research, Journal Year: 2024, Volume and Issue: 26, P. e51376 - e51376

Published: Sept. 4, 2024

Background Digital mental health interventions (DMHIs) are increasingly recognized as potential solutions for adolescent health, particularly in low- and middle-income countries (LMICs). The United Nations’ Sustainable Development Goals universal coverage instrumental tools achieving all. Within this context, understanding the design, evaluation, well barriers facilitators impacting engagement with care through DMHIs is essential. Objective This scoping review aims to provide insights into current landscape of adolescents LMICs. Methods Joanna Briggs Institute methodology was used, following recommendations PRISMA-ScR (Preferred Reporting Items Systematic Reviews Meta-Analyses Extension Scoping Reviews). Our search strategy incorporated 3 key concepts: population "adolescents," concept "digital interventions," context "LMICs." We adapted various databases, including ACM Library, APA PsycINFO, Cochrane Google Scholar (including gray literature), IEEE Xplore, ProQuest, PubMed (NLM), ScienceDirect, Scopus, Web Science. articles were screened against a specific eligibility criterion from January 2019 March 2024. Results analyzed 20 papers focusing on conditions among adolescents, such depression, well-being, anxiety, stigma, self-harm, suicide ideation. These delivered diverse formats, group delivery self-guided interventions, support professionals or involving lay professionals. study designs evaluation encompassed range methodologies, randomized controlled trials, mixed methods studies, feasibility studies. Conclusions While there have been notable advancements LMICs, research base remains limited. Significant knowledge gaps persist regarding long-term clinical benefits, maturity readiness LMIC digital infrastructure, cultural appropriateness, cost-effectiveness across heterogeneous settings. Addressing these necessitates large-scale, co-designed, culturally sensitive DMHI trials. Future work should address this.

Language: Английский

Citations

2

Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and Implementation DOI Creative Commons
Wanda Spahl, Valeria Motta, Kate Woodcock

et al.

JMIR Serious Games, Journal Year: 2024, Volume and Issue: 12, P. e64488 - e64488

Published: Nov. 28, 2024

Background Young people are particularly at risk of developing mental health problems, a challenge exacerbated by the COVID-19 pandemic. Digital tools such as apps and chatbots show promise in providing accessible, cost-effective, less stigmatized ways strengthening their health. However, while these interventions offer benefits, they extend measures beyond traditional therapeutic settings relationships, which raises ethical concerns due to absence established guidelines regulations. This is notable for technologies incorporating serious gaming elements. In addition, adolescents sensitive times vulnerable phase, shows great potential effective use preventive sensitizing measures. Considering lack an integration into existing structures among many young users, considerations become crucial. Objective scoping review aims build knowledge base on aspects implementing gamified digital people. Methods We conducted search research articles conference papers from 2015 2023 English, German, Spanish. identified 1815 studies using unique combination keywords databases Scopus, Web Science, MEDLINE, PsycINFO. After removing duplicates (741/1816, 40.8%), we included total 38 publications this following double screening process. Results found that ethically relevant were discussed with regard (1) ethics, (2) principles (including privacy, accessibility, empowerment autonomy, cultural social sensitivity, co-design), (3) groups, (4) implications implementation facilitators specific contexts, relationship other options, economic aspects, embeddedness technologies). Conclusions prevailing limited interpretation “ethics” ethics across publications. It also discussion co-design frequently viewed instrumental terms vulnerability mostly addressed pragmatically. Through concrete examples how researchers game designers thus far have mitigated challenges interventions, illustrates issues do or not prompt diverse reflections, mitigation strategies, actions. advocates be integrated ongoing practice throughout all stages elements

Language: Английский

Citations

2

A Narrative-Gamified Mental Health App (Kuamsha) for Adolescents in Uganda: Mixed Methods Feasibility and Acceptability Study DOI Creative Commons
Julia Ruiz Pozuelo, Christine Nabulumba, Doreen Sikoti

et al.

JMIR Serious Games, Journal Year: 2024, Volume and Issue: 12, P. e59381 - e59381

Published: Dec. 19, 2024

Background Many adolescents in Uganda are affected by common mental disorders, but only a few affordable treatment options available. Digital health interventions offer promising opportunities to reduce these large gaps, specifically tailored for Ugandan limited. Objective This study aimed determine the feasibility and acceptability of Kuamsha program, an intervention delivered through gamified app with low-intensity telephonic guidance, as way promote among from general population Uganda. Methods A 3-month pre-post single-arm trial was conducted aged between 15 19 years living Wakiso District, Central The coproduced site ensure that it culturally acceptable. were evaluated using explanatory sequential mixed methods approach. Feasibility assessed collecting data on retention rates adherence rates. Acceptability questionnaire in-depth interviews participants following conclusion period. As secondary objective, we explored changes participants’ before after intervention. Results total 31 recruited study. showed high levels acceptability. Trial exceeded 90%, ≥80%. These results, against our predefined progression criteria, indicate successful study, all criteria exceeding thresholds necessary progress larger trial. App engagement metrics, such time spent modules completed, existing literature benchmarks, many continued use In-depth responses revealed levels. Depressive symptoms trended toward reduction (mean difference: 1.41, 95% CI –0.60 3.42, Cohen d=0.30), although this not statistically significant (P=.16). Supporting trend, also observed proportion moderate depressive 32% (10/31) 17% (5/29) intervention, change (P=.10). Conclusions presents evidence support program feasible acceptable digital fully powered randomized controlled is needed assess its effectiveness improving adolescents’ health.

Language: Английский

Citations

1

Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and Implementation (Preprint) DOI
Wanda Spahl, Valeria Motta, Kate Woodcock

et al.

Published: July 19, 2024

BACKGROUND Young people are particularly at risk of developing mental health problems, a challenge exacerbated by the COVID-19 pandemic. Digital tools such as apps and chatbots show promise in providing accessible, cost-effective, less stigmatized ways strengthening their health. However, while these interventions offer benefits, they extend measures beyond traditional therapeutic settings relationships, which raises ethical concerns due to absence established guidelines regulations. This is notable for technologies incorporating serious gaming elements. In addition, adolescents sensitive times vulnerable phase, shows great potential effective use preventive sensitizing measures. Considering lack an integration into existing structures among many young users, considerations become crucial. OBJECTIVE scoping review aims build knowledge base on aspects implementing gamified digital people. METHODS We conducted search research articles conference papers from 2015 2023 English, German, Spanish. identified 1815 studies using unique combination keywords databases Scopus, Web Science, MEDLINE, PsycINFO. After removing duplicates (741/1816, 40.8%), we included total 38 publications this following double screening process. RESULTS found that ethically relevant were discussed with regard (1) ethics, (2) principles (including privacy, accessibility, empowerment autonomy, cultural social sensitivity, co-design), (3) groups, (4) implications implementation facilitators specific contexts, relationship other options, economic aspects, embeddedness technologies). CONCLUSIONS prevailing limited interpretation “ethics” ethics across publications. It also discussion co-design frequently viewed instrumental terms vulnerability mostly addressed pragmatically. Through concrete examples how researchers game designers thus far have mitigated challenges interventions, illustrates issues do or not prompt diverse reflections, mitigation strategies, actions. advocates be integrated ongoing practice throughout all stages elements

Language: Английский

Citations

0