Tracing Tomorrow: young people's preferences and values related to use of personal sensing to predict mental health, using a digital game methodology.

0 PSYCHIATRY BMJ mental health Pub Date : 2024-03-20 DOI:10.1136/bmjment-2023-300897
Gabriela Pavarini, David M Lyreskog, Danielle Newby, Jessica Lorimer, Vanessa Bennett, Edward Jacobs, Laura Winchester, Alejo Nevado-Holgado, Ilina Singh
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Abstract

Background: Use of personal sensing to predict mental health risk has sparked interest in adolescent psychiatry, offering a potential tool for targeted early intervention.

Objectives: We investigated the preferences and values of UK adolescents with regard to use of digital sensing information, including social media and internet searching behaviour. We also investigated the impact of risk information on adolescents' self-understanding.

Methods: Following a Design Bioethics approach, we created and disseminated a purpose-built digital game (www.tracingtomorrow.org) that immersed the player-character in a fictional scenario in which they received a risk assessment for depression Data were collected through game choices across relevant scenarios, with decision-making supported through clickable information points.

Findings: The game was played by 7337 UK adolescents aged 16-18 years. Most participants were willing to personally communicate mental health risk information to their parents or best friend. The acceptability of school involvement in risk predictions based on digital traces was mixed, due mainly to privacy concerns. Most participants indicated that risk information could negatively impact their academic self-understanding. Participants overwhelmingly preferred individual face-to-face over digital options for support.

Conclusions: The potential of digital phenotyping in supporting early intervention in mental health can only be fulfilled if data are collected, communicated and actioned in ways that are trustworthy, relevant and acceptable to young people.

Clinical implications: To minimise the risk of ethical harms in real-world applications of preventive psychiatric technologies, it is essential to investigate young people's values and preferences as part of design and implementation processes.

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追踪明天:利用数字游戏方法,年轻人对使用个人感应来预测心理健康的偏好和价值观。
背景:利用个人感应来预测心理健康风险已经引起了青少年精神病学的兴趣,为有针对性的早期干预提供了一种潜在的工具:我们调查了英国青少年在使用数字感应信息(包括社交媒体和互联网搜索行为)方面的偏好和价值观。我们还调查了风险信息对青少年自我认识的影响:按照设计生物伦理学的方法,我们创建并传播了一个专门制作的数字游戏(www.tracingtomorrow.org),让玩家角色沉浸在一个虚构的场景中,在这个场景中,他们接受了抑郁症风险评估。通过在相关场景中的游戏选择收集数据,并通过可点击的信息点支持决策:共有 7337 名 16-18 岁的英国青少年参与了游戏。大多数参与者都愿意亲自向父母或好友传达心理健康风险信息。学校参与基于数字踪迹的风险预测的可接受性参差不齐,主要是出于隐私方面的考虑。大多数参与者表示,风险信息会对他们的学业自我认识产生负面影响。与数字支持相比,绝大多数参与者更愿意选择面对面的个人支持:只有以值得信赖、与年轻人相关且可接受的方式收集、交流和处理数据,才能发挥数字表型在支持心理健康早期干预方面的潜力:临床意义:为了最大限度地降低预防性精神疾病技术在现实世界应用中的伦理伤害风险,必须在设计和实施过程中调查年轻人的价值观和偏好。
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