Markus W Haun, Deborah van Eickels, Isabella Stephan, Justus Tönnies, Mechthild Hartmann, Michel Wensing, Joachim Szecsenyi, Andrea Icks, Hans-Christoph Friederich
Background: The COVID-19 pandemic has accelerated the adoption of video consultations in mental health care, highlighting the importance of therapeutic alliances for successful treatment outcomes in both face-to-face and web-based settings. Telepresence, the sense of being present with the mental health specialist (MHS) rather than feeling remote, is a critical component of building a strong therapeutic alliance in video consultations. While patients often report high telepresence levels, MHSs express concerns about whether video consultations can replicate the quality of face-to-face interactions. Despite its importance, research on telepresence development in MHSs over time and the dyadic interplay between patients and MHSs remains limited.
Objective: This study aimed to evaluate the mutual influence within patient-MHS dyads on telepresence development during video consultations, using data from a randomized controlled trial assessing the feasibility of video consultations for depression and anxiety disorders in primary care.
Methods: The study included 22 patient-MHS dyads (22 patients, 4 MHSs). Telepresence was measured using the Telepresence in Videoconference Scale. Dyadic data were analyzed using the actor-partner interdependence model with a distinguishable dyad structural equation model. Actor effects refer to the impact of an individual's telepresence at time point 1 (T1) on their telepresence at time point 2 (T2), while partner effects represent the influence of one party's telepresence at T1 on the other's telepresence at T2. Sensitivity analyses excluded data from individual MHSs to account for their unique effects.
Results: A significant actor effect for MHSs (P<.001) indicated a high temporal stability of telepresence between T1 and T2. In contrast, the actor effect for patients was not statistically significant, suggesting a greater variability between T1 and T2. No significant partner effects for both patients and MHSs were observed, suggesting no mutual influence between dyad members. Age was a significant covariate for telepresence in both groups.
Conclusions: Consistent with prior findings, MHSs experienced increased telepresence over time, whereas patients reported high telepresence levels from the start of therapy. The lack of dyadic influence highlights the need for further exploration into factors affecting telepresence development, such as age, technical proficiency, and prior treatment experience. Future studies with larger samples and more sessions are necessary to enhance the generalizability of these findings and to optimize the use of video consultations in mental health care.
{"title":"Development of Telepresence Among Patients and Psychotherapists in the Actor-Partner Interdependence Model: Longitudinal Observational Study of 20 Dyads From a Randomized Trial on Video Consultations in Primary Care.","authors":"Markus W Haun, Deborah van Eickels, Isabella Stephan, Justus Tönnies, Mechthild Hartmann, Michel Wensing, Joachim Szecsenyi, Andrea Icks, Hans-Christoph Friederich","doi":"10.2196/70415","DOIUrl":"10.2196/70415","url":null,"abstract":"<p><strong>Background: </strong>The COVID-19 pandemic has accelerated the adoption of video consultations in mental health care, highlighting the importance of therapeutic alliances for successful treatment outcomes in both face-to-face and web-based settings. Telepresence, the sense of being present with the mental health specialist (MHS) rather than feeling remote, is a critical component of building a strong therapeutic alliance in video consultations. While patients often report high telepresence levels, MHSs express concerns about whether video consultations can replicate the quality of face-to-face interactions. Despite its importance, research on telepresence development in MHSs over time and the dyadic interplay between patients and MHSs remains limited.</p><p><strong>Objective: </strong>This study aimed to evaluate the mutual influence within patient-MHS dyads on telepresence development during video consultations, using data from a randomized controlled trial assessing the feasibility of video consultations for depression and anxiety disorders in primary care.</p><p><strong>Methods: </strong>The study included 22 patient-MHS dyads (22 patients, 4 MHSs). Telepresence was measured using the Telepresence in Videoconference Scale. Dyadic data were analyzed using the actor-partner interdependence model with a distinguishable dyad structural equation model. Actor effects refer to the impact of an individual's telepresence at time point 1 (T1) on their telepresence at time point 2 (T2), while partner effects represent the influence of one party's telepresence at T1 on the other's telepresence at T2. Sensitivity analyses excluded data from individual MHSs to account for their unique effects.</p><p><strong>Results: </strong>A significant actor effect for MHSs (P<.001) indicated a high temporal stability of telepresence between T1 and T2. In contrast, the actor effect for patients was not statistically significant, suggesting a greater variability between T1 and T2. No significant partner effects for both patients and MHSs were observed, suggesting no mutual influence between dyad members. Age was a significant covariate for telepresence in both groups.</p><p><strong>Conclusions: </strong>Consistent with prior findings, MHSs experienced increased telepresence over time, whereas patients reported high telepresence levels from the start of therapy. The lack of dyadic influence highlights the need for further exploration into factors affecting telepresence development, such as age, technical proficiency, and prior treatment experience. Future studies with larger samples and more sessions are necessary to enhance the generalizability of these findings and to optimize the use of video consultations in mental health care.</p>","PeriodicalId":48616,"journal":{"name":"Jmir Mental Health","volume":"12 ","pages":"e70415"},"PeriodicalIF":5.8,"publicationDate":"2025-08-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12338751/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144876063","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Imogen H Bell, Cassandra Li, Andrew Thompson, Carli Ellinghaus, Shaunagh O'Sullivan, Kate Alexandra Reynolds, Greg Wadley, Yang Liu, Sarah Bendall, John Gleeson, Lucia Valmaggia, Mario Alvarez-Jimenez
Background: Third-wave psychological treatments such as acceptance and commitment therapy can be effective for improving depression and anxiety in youth. However, third-wave therapeutic techniques such as cognitive defusion can be abstract, challenging to learn, and difficult to apply in real-world settings. Translating these techniques into virtual reality (VR) may provide interactive, enjoyable, and concrete learning opportunities, potentially enhancing engagement and effectiveness. This study evaluated a novel VR application that translates the technique of cognitive defusion into a brief, gamified VR experience.
Objective: The objectives of this study were to evaluate the feasibility, acceptability, usability, and safety of the VR cognitive defusion application; examine whether it could improve negative thinking and mood states; and understand how it compared to a non-VR cognitive defusion exercise.
Methods: In a mixed methods experimental study, 20 young people completed both a VR and audio cognitive defusion exercise in a randomized order within a single session. Quantitative state-based measures were taken before and after each exercise, and a qualitative interview at the end focused on how the two experiences compared.
Results: It was feasible to recruit participants, and all participants completed both exercises and assessments. Both the VR and audio exercises were acceptable to participants, with qualitative themes highlighting a preference for VR due to the novel and engaging format; however, there was a need for better guidance and more personalized environments. No severe adverse events were reported, although one participant experienced distress during the VR exercise. Pretest-posttest effects showed improvements in thought discomfort, cognitive defusion, and state anger for both the VR and audio conditions (P<.05), with the latter showing broader improvements, including thought negativity, rumination, tension, depression, distress, and confusion (P<.05).
Conclusions: The VR cognitive defusion application was feasible, safe, and acceptable for young people, with potential to enhance mental health treatment through an engaging and enjoyable approach to learning third-wave cognitive behavioral therapy techniques. While VR was preferred by participants, further refinements could improve effectiveness. Future research should focus on enhancing the VR application design based on user feedback, incorporating audio guidance, and conducting a larger trial in real-world settings to thoroughly evaluate the effectiveness and implementation of the VR application.
{"title":"A Virtual Reality-Based Cognitive Defusion Application for Youth Depression and Anxiety: Mixed Methods Experimental Study.","authors":"Imogen H Bell, Cassandra Li, Andrew Thompson, Carli Ellinghaus, Shaunagh O'Sullivan, Kate Alexandra Reynolds, Greg Wadley, Yang Liu, Sarah Bendall, John Gleeson, Lucia Valmaggia, Mario Alvarez-Jimenez","doi":"10.2196/70160","DOIUrl":"10.2196/70160","url":null,"abstract":"<p><strong>Background: </strong>Third-wave psychological treatments such as acceptance and commitment therapy can be effective for improving depression and anxiety in youth. However, third-wave therapeutic techniques such as cognitive defusion can be abstract, challenging to learn, and difficult to apply in real-world settings. Translating these techniques into virtual reality (VR) may provide interactive, enjoyable, and concrete learning opportunities, potentially enhancing engagement and effectiveness. This study evaluated a novel VR application that translates the technique of cognitive defusion into a brief, gamified VR experience.</p><p><strong>Objective: </strong>The objectives of this study were to evaluate the feasibility, acceptability, usability, and safety of the VR cognitive defusion application; examine whether it could improve negative thinking and mood states; and understand how it compared to a non-VR cognitive defusion exercise.</p><p><strong>Methods: </strong>In a mixed methods experimental study, 20 young people completed both a VR and audio cognitive defusion exercise in a randomized order within a single session. Quantitative state-based measures were taken before and after each exercise, and a qualitative interview at the end focused on how the two experiences compared.</p><p><strong>Results: </strong>It was feasible to recruit participants, and all participants completed both exercises and assessments. Both the VR and audio exercises were acceptable to participants, with qualitative themes highlighting a preference for VR due to the novel and engaging format; however, there was a need for better guidance and more personalized environments. No severe adverse events were reported, although one participant experienced distress during the VR exercise. Pretest-posttest effects showed improvements in thought discomfort, cognitive defusion, and state anger for both the VR and audio conditions (P<.05), with the latter showing broader improvements, including thought negativity, rumination, tension, depression, distress, and confusion (P<.05).</p><p><strong>Conclusions: </strong>The VR cognitive defusion application was feasible, safe, and acceptable for young people, with potential to enhance mental health treatment through an engaging and enjoyable approach to learning third-wave cognitive behavioral therapy techniques. While VR was preferred by participants, further refinements could improve effectiveness. Future research should focus on enhancing the VR application design based on user feedback, incorporating audio guidance, and conducting a larger trial in real-world settings to thoroughly evaluate the effectiveness and implementation of the VR application.</p>","PeriodicalId":48616,"journal":{"name":"Jmir Mental Health","volume":"12 ","pages":"e70160"},"PeriodicalIF":5.8,"publicationDate":"2025-08-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12371279/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144795904","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Yu Chen, Kathrin Gerling, Katrien Verbert, Vero Vanden Abeele
Background: Early assessment of mild cognitive impairment (MCI) in older adults is crucial, as it enables timely interventions and decision-making. In recent years, researchers have been exploring the potential of gamified interactive systems (GISs) to assess pathological cognitive decline. However, effective methods for integrating these systems and designing GISs that are both engaging and accurate in assessing cognitive decline are still under investigation.
Objective: We aimed to comprehensively investigate GISs used to assess MCI. Specifically, we reviewed the existing systems to understand the different game types (including genres and interaction paradigms) used for assessment. In addition, we examined the cognitive functions targeted. Finally, we investigated the evidence for the performance of assessing MCI through GISs by looking at the quality of validation for these systems in assessing MCI and the diagnostic performance reported.
Methods: We conducted a scoping search in IEEE Xplore, ACM Digital Library, and Scopus databases to identify interactive gamified systems developed for assessing MCI. Game types were categorized according to genres and interaction paradigms. The cognitive functions targeted by the systems were compared with those assessed in the Montreal Cognitive Assessment (MoCA). Finally, we examined the quality of validation against the reference standard (ground truth), relevance of controls, and sample size. Where provided, the diagnostic performance on sensitivity, specificity, and area under the curve was reported.
Results: A total of 81 articles covering 49 GISs were included in this review. The primary game types used for MCI assessment were classified as casual games (30/49, 61%), simulation games (17/49, 35%), full-body movement games (4/49, 8%), and dedicated interactive games (3/49, 6%). Of the 49 systems, 6 (12%) assessed cognitive functions comprehensively, compared to those functions assessed via the MoCA. Of the 49 systems, 14 (29%) had validation studies, with sensitivities ranging from 70.7% to 100% and specificities ranging from 56.5% to 100%. The reported diagnostic performances of GISs were comparable to those of common screening instruments, such as Mini-Mental State Examination and MoCA, with some systems reporting near-perfect performance (area under the curve>0.98). However, these findings often stemmed from small samples and retrospective designs. Moreover, some of these systems' model training and validation exhibited substantial deficiencies.
Conclusions: This review provides a comprehensive summary of GISs for assessing MCI, exploring the cognitive functions assessed by these systems and evaluating their diagnostic performance. The results indicate that current GISs hold promise for the assessment of MCI, with several systems demonstrating diagnostic performance comparable to establis
背景:早期评估老年人轻度认知障碍(MCI)是至关重要的,因为它可以及时干预和决策。近年来,研究人员一直在探索游戏化互动系统(GISs)评估病理性认知衰退的潜力。然而,整合这些系统和设计gis的有效方法仍在研究中,这些方法既有效又准确地评估认知衰退。目的:全面探讨GISs在MCI评估中的应用。具体来说,我们回顾了现有系统,以了解用于评估的不同游戏类型(包括类型和交互范例)。此外,我们还检查了目标认知功能。最后,我们通过研究这些系统在评估MCI和报告的诊断性能方面的验证质量,调查了通过GISs评估MCI性能的证据。方法:我们在IEEE Xplore, ACM数字图书馆和Scopus数据库中进行了范围搜索,以确定用于评估MCI的交互式游戏化系统。游戏类型是根据题材和互动模式进行分类的。将这些系统的目标认知功能与蒙特利尔认知评估(MoCA)的评估结果进行比较。最后,我们检查了对照参考标准(基础真实值)、对照相关性和样本量的验证质量。在有条件的情况下,对灵敏度、特异性和曲线下面积的诊断性能进行了报道。结果:本综述共纳入81篇文献,涵盖49个GISs。用于MCI评估的主要游戏类型分为休闲游戏(30/ 49,61%)、模拟游戏(17/ 49,35%)、全身运动游戏(4/ 49,8%)和专用互动游戏(3/ 49,6%)。与通过MoCA评估的功能相比,49个系统中有6个(12%)全面评估了认知功能。在49个系统中,14个(29%)进行了验证研究,灵敏度范围为70.7%至100%,特异性范围为56.5%至100%。报告的GISs诊断性能与常见筛查工具(如Mini-Mental State Examination和MoCA)相当,其中一些系统报告的性能接近完美(曲线下面积>0.98)。然而,这些发现往往源于小样本和回顾性设计。此外,这些系统的一些模型训练和验证显示出实质性的缺陷。结论:本文综述了GISs用于MCI评估的综合综述,探讨了这些系统评估的认知功能,并评估了它们的诊断性能。结果表明,目前的gis对MCI的评估很有希望,有几个系统显示出与现有筛查工具相当的诊断性能。然而,尽管一些系统报告了令人印象深刻的表现,但在验证方面仍需要改进,特别是在样本量和方法严谨性方面。未来的工作应优先考虑前瞻性验证,并提出更大的方法一致性。
{"title":"Video Games and Gamification for Assessing Mild Cognitive Impairment: Scoping Review.","authors":"Yu Chen, Kathrin Gerling, Katrien Verbert, Vero Vanden Abeele","doi":"10.2196/71304","DOIUrl":"10.2196/71304","url":null,"abstract":"<p><strong>Background: </strong>Early assessment of mild cognitive impairment (MCI) in older adults is crucial, as it enables timely interventions and decision-making. In recent years, researchers have been exploring the potential of gamified interactive systems (GISs) to assess pathological cognitive decline. However, effective methods for integrating these systems and designing GISs that are both engaging and accurate in assessing cognitive decline are still under investigation.</p><p><strong>Objective: </strong>We aimed to comprehensively investigate GISs used to assess MCI. Specifically, we reviewed the existing systems to understand the different game types (including genres and interaction paradigms) used for assessment. In addition, we examined the cognitive functions targeted. Finally, we investigated the evidence for the performance of assessing MCI through GISs by looking at the quality of validation for these systems in assessing MCI and the diagnostic performance reported.</p><p><strong>Methods: </strong>We conducted a scoping search in IEEE Xplore, ACM Digital Library, and Scopus databases to identify interactive gamified systems developed for assessing MCI. Game types were categorized according to genres and interaction paradigms. The cognitive functions targeted by the systems were compared with those assessed in the Montreal Cognitive Assessment (MoCA). Finally, we examined the quality of validation against the reference standard (ground truth), relevance of controls, and sample size. Where provided, the diagnostic performance on sensitivity, specificity, and area under the curve was reported.</p><p><strong>Results: </strong>A total of 81 articles covering 49 GISs were included in this review. The primary game types used for MCI assessment were classified as casual games (30/49, 61%), simulation games (17/49, 35%), full-body movement games (4/49, 8%), and dedicated interactive games (3/49, 6%). Of the 49 systems, 6 (12%) assessed cognitive functions comprehensively, compared to those functions assessed via the MoCA. Of the 49 systems, 14 (29%) had validation studies, with sensitivities ranging from 70.7% to 100% and specificities ranging from 56.5% to 100%. The reported diagnostic performances of GISs were comparable to those of common screening instruments, such as Mini-Mental State Examination and MoCA, with some systems reporting near-perfect performance (area under the curve>0.98). However, these findings often stemmed from small samples and retrospective designs. Moreover, some of these systems' model training and validation exhibited substantial deficiencies.</p><p><strong>Conclusions: </strong>This review provides a comprehensive summary of GISs for assessing MCI, exploring the cognitive functions assessed by these systems and evaluating their diagnostic performance. The results indicate that current GISs hold promise for the assessment of MCI, with several systems demonstrating diagnostic performance comparable to establis","PeriodicalId":48616,"journal":{"name":"Jmir Mental Health","volume":"12 ","pages":"e71304"},"PeriodicalIF":5.8,"publicationDate":"2025-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12401070/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144785670","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Rebekka Schröder, Tim Hamer, Victoria Kruzewitz, Ellen Busch, Ralf Suhr, Lars König
<p><strong>Background: </strong>Adolescence is a critical period for mental health development, yet prevalences of mental health problems are high among young people. Enhancing mental health literacy in school settings could be an effective strategy for the promotion of mental well-being and prevention of mental health struggles. One promising approach to achieving this goal involves equipping both students and teachers with accessible multimedia resources-such as YouTube Health videos-to enhance their mental health literacy.</p><p><strong>Objective: </strong>The study evaluates the effectiveness of a short educational YouTube Health video for promoting mental health literacy in adolescents and teachers.</p><p><strong>Methods: </strong>Two independent samples of 352 adolescents and 502 teachers from Germany were recruited from a large panel, representative of the German population with internet access. Participants of each sample were allocated to an experimental group (176 adolescents and 254 teachers) and a control group (176 adolescents and 248 teachers) through randomization. The experimental group watched a YouTube Health video designed to increase mental health literacy, while the control group watched a video similar in style but on a different topic. Before and after watching the publicly available YouTube Health videos, mental health knowledge was assessed as a primary outcome through topic-specific quizzes and a self-report in a web-based survey. In addition, all participants were asked to rate the educational, visual, and overall quality of the YouTube Health videos and their usability in school settings. The primary hypotheses were tested with ANOVAs. The quality and usability items were analyzed descriptively.</p><p><strong>Results: </strong>For the adolescents, there were significant main effects of time (F<sub>1,350</sub>=46.34, P<.001, η<sup>2</sup><sub>p</sub>=0.117) and group (F<sub>1,350</sub>=6.05, P=.01, η<sup>2</sup><sub>p</sub>=0.017) and a significant time×group interaction (F<sub>1,350</sub>=39.15, P<.001, η<sup>2</sup><sub>p</sub>=0.101) on stress-specific knowledge, indicating a higher increase in knowledge in the experimental group than in the control group. Similarly, for teachers, significant main effects of time (F<sub>1,500</sub>=107.31, P<.001, η<sup>2</sup><sub>p</sub>=0.177) and group (F<sub>1,500</sub>=58.07, P<.001, η<sup>2</sup><sub>p</sub>=0.104) and a significant time×group interaction (F<sub>1,500</sub>=82.59, P<.001, η<sup>2</sup><sub>p</sub>=0.142) were found. The same pattern of results was observed for the knowledge self-reports in both the students (time: F<sub>1,347</sub>=103.65, P<.001, η<sup>2</sup><sub>p</sub>=0.230; group: F<sub>1,347</sub>=8.59, P=.004, η<sup>2</sup><sub>p</sub>=0.024; time×group interaction: F<sub>1,347</sub>=29.11, P<.001, η<sup>2</sup><sub>p</sub>=0.077) and teachers (time: F<sub>1,500</sub>=115.40, P<.001, η<sup>2</sup><sub>p</sub>=0.188; group: F<sub>1,500</sub>=41.16, P<.0
{"title":"Effects of YouTube Health Videos on Mental Health Literacy in Adolescents and Teachers: Randomized Controlled Trial.","authors":"Rebekka Schröder, Tim Hamer, Victoria Kruzewitz, Ellen Busch, Ralf Suhr, Lars König","doi":"10.2196/76004","DOIUrl":"10.2196/76004","url":null,"abstract":"<p><strong>Background: </strong>Adolescence is a critical period for mental health development, yet prevalences of mental health problems are high among young people. Enhancing mental health literacy in school settings could be an effective strategy for the promotion of mental well-being and prevention of mental health struggles. One promising approach to achieving this goal involves equipping both students and teachers with accessible multimedia resources-such as YouTube Health videos-to enhance their mental health literacy.</p><p><strong>Objective: </strong>The study evaluates the effectiveness of a short educational YouTube Health video for promoting mental health literacy in adolescents and teachers.</p><p><strong>Methods: </strong>Two independent samples of 352 adolescents and 502 teachers from Germany were recruited from a large panel, representative of the German population with internet access. Participants of each sample were allocated to an experimental group (176 adolescents and 254 teachers) and a control group (176 adolescents and 248 teachers) through randomization. The experimental group watched a YouTube Health video designed to increase mental health literacy, while the control group watched a video similar in style but on a different topic. Before and after watching the publicly available YouTube Health videos, mental health knowledge was assessed as a primary outcome through topic-specific quizzes and a self-report in a web-based survey. In addition, all participants were asked to rate the educational, visual, and overall quality of the YouTube Health videos and their usability in school settings. The primary hypotheses were tested with ANOVAs. The quality and usability items were analyzed descriptively.</p><p><strong>Results: </strong>For the adolescents, there were significant main effects of time (F<sub>1,350</sub>=46.34, P<.001, η<sup>2</sup><sub>p</sub>=0.117) and group (F<sub>1,350</sub>=6.05, P=.01, η<sup>2</sup><sub>p</sub>=0.017) and a significant time×group interaction (F<sub>1,350</sub>=39.15, P<.001, η<sup>2</sup><sub>p</sub>=0.101) on stress-specific knowledge, indicating a higher increase in knowledge in the experimental group than in the control group. Similarly, for teachers, significant main effects of time (F<sub>1,500</sub>=107.31, P<.001, η<sup>2</sup><sub>p</sub>=0.177) and group (F<sub>1,500</sub>=58.07, P<.001, η<sup>2</sup><sub>p</sub>=0.104) and a significant time×group interaction (F<sub>1,500</sub>=82.59, P<.001, η<sup>2</sup><sub>p</sub>=0.142) were found. The same pattern of results was observed for the knowledge self-reports in both the students (time: F<sub>1,347</sub>=103.65, P<.001, η<sup>2</sup><sub>p</sub>=0.230; group: F<sub>1,347</sub>=8.59, P=.004, η<sup>2</sup><sub>p</sub>=0.024; time×group interaction: F<sub>1,347</sub>=29.11, P<.001, η<sup>2</sup><sub>p</sub>=0.077) and teachers (time: F<sub>1,500</sub>=115.40, P<.001, η<sup>2</sup><sub>p</sub>=0.188; group: F<sub>1,500</sub>=41.16, P<.0","PeriodicalId":48616,"journal":{"name":"Jmir Mental Health","volume":"12 ","pages":"e76004"},"PeriodicalIF":5.8,"publicationDate":"2025-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12355139/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144761822","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Wenhua Wang, Mingyang Wu, Xiaoxiao Yuan, Xue Wang, Le Ma, Lu Li, Lei Zhang
Background: The impact of smartphone use on mental health is being rigorously debated. Some questionnaire-based research suggests that smartphone use correlates with nonsuicidal self-injury (NSSI). Self-reported data seem unlikely to capture actual smartphone use precisely, requiring objective measures to advance this field.
Objective: The aim of the study is to examine whether objectively measured smartphone use was associated with NSSI among college students.
Methods: This multicenter cross-sectional study was conducted from 2022 to 2024, enrolling college students from 559 classes across 6 universities in China. NSSI was measured by the Ottawa Self-Injury Inventory including 10 items of NSSI without suicidal intent within the past month. Participants answering "ever" were classified as having NSSI. Objectively measured smartphone screen time and number of smartphone unlocks were obtained from screenshots of smartphone use records. The association between objectively measured smartphone use and NSSI was analyzed using binary logistic regression models and restricted cubic spline regression.
Results: Of 16,668 included participants, 627 (3.8%) reported NSSI. Mean (SD) smartphone screen time and number of smartphone unlocks were 48.8 (28.8) hours per week and 271.6 (291.0) times per week. The models adjusted for different factors showed a significant association between smartphone use and NSSI. Compared to participants with 0-21 hours per week of smartphone screen time, those with ≥63 hours per week of smartphone screen time had higher odds of NSSI (odds ratio [OR] 1.63, 95% CI 1.32-2.01). Likewise, compared to participants with 0-50 times per week of smartphone unlocks, those with ≥400 times per week of smartphone unlocks had higher odds of NSSI (OR 1.53, 95% CI 1.25-1.88). No significant NSSI risk increase was observed for participants with 21-42 and 42-63 hours per week of smartphone screen time nor for those with 50-150 and 150-400 times per week of smartphone unlocks. Moreover, restricted cubic spline analyses showed that the increasing risk of NSSI was associated with elevated smartphone screen time and number of smartphone unlocks.
Conclusions: These findings emphasize that ≥63 hours per week of smartphone screen time and ≥400 times per week of smartphone unlocks are risk factors for NSSI among college students, and interventions targeting NSSI should consider the apparent association with smartphone use.
背景:智能手机使用对心理健康的影响正在受到激烈的争论。一些基于问卷的研究表明,智能手机的使用与非自杀性自伤(NSSI)有关。自我报告的数据似乎不太可能准确地捕捉到智能手机的实际使用情况,这需要客观的措施来推进这一领域。目的:本研究的目的是考察客观测量的智能手机使用是否与大学生自伤有关。方法:本研究于2022年至2024年进行多中心横断面研究,纳入全国6所高校559个班级的大学生。自伤采用渥太华自伤量表(Ottawa Self-Injury Inventory)进行测量,包括近一个月内无自杀意图的自伤10项。回答“曾经”的参与者被归类为有自伤。从智能手机使用记录的截图中获得客观测量的智能手机屏幕时间和智能手机解锁次数。使用二元逻辑回归模型和限制三次样条回归分析客观测量的智能手机使用与自伤之间的关系。结果:在16,668名参与者中,627名(3.8%)报告自伤。平均(SD)智能手机屏幕时间和智能手机解锁次数为每周48.8(28.8)小时和每周271.6(291.0)次。根据不同因素调整后的模型显示,智能手机使用与自伤之间存在显著关联。与每周智能手机屏幕时间为0-21小时的参与者相比,每周智能手机屏幕时间≥63小时的参与者发生自伤的几率更高(比值比[OR] 1.63, 95% CI 1.32-2.01)。同样,与每周解锁智能手机0-50次的参与者相比,每周解锁智能手机≥400次的参与者发生自伤的几率更高(OR 1.53, 95% CI 1.25-1.88)。对于每周使用智能手机21-42小时和42-63小时的参与者,以及每周解锁智能手机50-150次和150-400次的参与者,没有观察到自伤风险显著增加。此外,限制性三次样条分析显示,自伤风险的增加与智能手机屏幕时间的增加和智能手机解锁次数的增加有关。结论:这些研究结果强调,每周智能手机屏幕时间≥63小时和每周智能手机解锁次数≥400次是大学生自伤的危险因素,针对自伤的干预措施应考虑与智能手机使用的明显关联。
{"title":"Objectively Measured Smartphone Use and Nonsuicidal Self-Injury Among College Students: Cross-Sectional Study.","authors":"Wenhua Wang, Mingyang Wu, Xiaoxiao Yuan, Xue Wang, Le Ma, Lu Li, Lei Zhang","doi":"10.2196/71264","DOIUrl":"10.2196/71264","url":null,"abstract":"<p><strong>Background: </strong>The impact of smartphone use on mental health is being rigorously debated. Some questionnaire-based research suggests that smartphone use correlates with nonsuicidal self-injury (NSSI). Self-reported data seem unlikely to capture actual smartphone use precisely, requiring objective measures to advance this field.</p><p><strong>Objective: </strong>The aim of the study is to examine whether objectively measured smartphone use was associated with NSSI among college students.</p><p><strong>Methods: </strong>This multicenter cross-sectional study was conducted from 2022 to 2024, enrolling college students from 559 classes across 6 universities in China. NSSI was measured by the Ottawa Self-Injury Inventory including 10 items of NSSI without suicidal intent within the past month. Participants answering \"ever\" were classified as having NSSI. Objectively measured smartphone screen time and number of smartphone unlocks were obtained from screenshots of smartphone use records. The association between objectively measured smartphone use and NSSI was analyzed using binary logistic regression models and restricted cubic spline regression.</p><p><strong>Results: </strong>Of 16,668 included participants, 627 (3.8%) reported NSSI. Mean (SD) smartphone screen time and number of smartphone unlocks were 48.8 (28.8) hours per week and 271.6 (291.0) times per week. The models adjusted for different factors showed a significant association between smartphone use and NSSI. Compared to participants with 0-21 hours per week of smartphone screen time, those with ≥63 hours per week of smartphone screen time had higher odds of NSSI (odds ratio [OR] 1.63, 95% CI 1.32-2.01). Likewise, compared to participants with 0-50 times per week of smartphone unlocks, those with ≥400 times per week of smartphone unlocks had higher odds of NSSI (OR 1.53, 95% CI 1.25-1.88). No significant NSSI risk increase was observed for participants with 21-42 and 42-63 hours per week of smartphone screen time nor for those with 50-150 and 150-400 times per week of smartphone unlocks. Moreover, restricted cubic spline analyses showed that the increasing risk of NSSI was associated with elevated smartphone screen time and number of smartphone unlocks.</p><p><strong>Conclusions: </strong>These findings emphasize that ≥63 hours per week of smartphone screen time and ≥400 times per week of smartphone unlocks are risk factors for NSSI among college students, and interventions targeting NSSI should consider the apparent association with smartphone use.</p>","PeriodicalId":48616,"journal":{"name":"Jmir Mental Health","volume":"12 ","pages":"e71264"},"PeriodicalIF":5.8,"publicationDate":"2025-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12310150/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144754853","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Anna Baumeister, Lea Schuurmans, Alina Bruhns, Steffen Moritz
Background: Internet-based interventions for depression are increasingly integrated into health care due to their effectiveness, availability, and cost-effectiveness. However, negative effects have largely been ignored.
Objective: This study aimed to evaluate both positive and negative effects of an unguided intervention.
Methods: In total, 303 participants were analyzed using mixed models for repeated measures to assess changes in depressive symptoms via Beck Depression Inventory-II (primary outcome) after 12 weeks compared to waitlist controls with care as usual. Secondary endpoints included depressive symptoms (Patient Health Questionnaire-9 [PHQ-9]), self-esteem, and quality of life. Negative effects were evaluated using the positive and negative effects of psychotherapy scale for internet-based interventions (PANEPS-I). Moderation analyses were conducted to explore influential effects on treatment outcomes.
Results: The intervention group showed greater reduction in depressive symptoms compared to controls, with small to medium effect sizes (g=0.30-0.42) with averaged 14 logins. Although improvements in self-esteem and quality of life were not observed in intention-to-treat analyses, the completer sample indicated higher self-esteem in the intervention group. Negative effects were reported by 22% (22/100) to 68% (66/97), with the highest rates for program-related effects (eg, not addressing personal problems). No moderation effects were identified.
Conclusions: The intervention effectively reduces depressive symptoms. Although negative effects were present, they did not impact treatment outcome, tentatively suggesting that overall benefits may outweigh the negative effects for users.
{"title":"Treatment Without Cost? Effects and Side Effects of an Internet-Based Intervention for Depression: Randomized Controlled Trial.","authors":"Anna Baumeister, Lea Schuurmans, Alina Bruhns, Steffen Moritz","doi":"10.2196/71274","DOIUrl":"10.2196/71274","url":null,"abstract":"<p><strong>Background: </strong>Internet-based interventions for depression are increasingly integrated into health care due to their effectiveness, availability, and cost-effectiveness. However, negative effects have largely been ignored.</p><p><strong>Objective: </strong>This study aimed to evaluate both positive and negative effects of an unguided intervention.</p><p><strong>Methods: </strong>In total, 303 participants were analyzed using mixed models for repeated measures to assess changes in depressive symptoms via Beck Depression Inventory-II (primary outcome) after 12 weeks compared to waitlist controls with care as usual. Secondary endpoints included depressive symptoms (Patient Health Questionnaire-9 [PHQ-9]), self-esteem, and quality of life. Negative effects were evaluated using the positive and negative effects of psychotherapy scale for internet-based interventions (PANEPS-I). Moderation analyses were conducted to explore influential effects on treatment outcomes.</p><p><strong>Results: </strong>The intervention group showed greater reduction in depressive symptoms compared to controls, with small to medium effect sizes (g=0.30-0.42) with averaged 14 logins. Although improvements in self-esteem and quality of life were not observed in intention-to-treat analyses, the completer sample indicated higher self-esteem in the intervention group. Negative effects were reported by 22% (22/100) to 68% (66/97), with the highest rates for program-related effects (eg, not addressing personal problems). No moderation effects were identified.</p><p><strong>Conclusions: </strong>The intervention effectively reduces depressive symptoms. Although negative effects were present, they did not impact treatment outcome, tentatively suggesting that overall benefits may outweigh the negative effects for users.</p>","PeriodicalId":48616,"journal":{"name":"Jmir Mental Health","volume":"12 ","pages":"e71274"},"PeriodicalIF":5.8,"publicationDate":"2025-07-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12306951/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144745542","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Background: Digital addiction, affecting a significant portion of the population, particularly young people, is linked to psychological issues and social problems, making its prevention and management a crucial public health issue.
Objective: This umbrella review aimed to comprehensively analyze the factors influencing digital addiction by re-evaluating the methodologies and evidence quality of existing meta-analyses.
Methods: Databases including PubMed, Web of Science, the Cochrane Library, and Embase were systematically searched for reviews and meta-analyses related to factors associated with digital addiction up to September 24, 2024. The methodological quality of the identified studies was assessed using the modified "A Measurement Tool to Assess Systematic Reviews 2" (AMSTAR 2) tool, while the Grading of Recommendations Assessment, Development, and Evaluation (GRADE) tool was used to evaluate the quality of the evidence presented in the literature.
Results: A total of 18 articles were included in the review, with AMSTAR 2 assessments revealing 6 moderate-quality, 4 low-quality, and 8 very low-quality studies. In total, 29 significant factors associated with digital addiction were identified. Notably, 4 studies achieved both moderate AMSTAR 2 and GRADE ratings, indicating that positive parent-child relationship (r=-0.15, 95% CI-0.18 to -0.11; P<.05) effectively mitigate the risks of digital addiction. Conversely, urban residence (odds ratio [OR] 2.32, 95% CI 1.19-4.53; P<.001), adverse childhood experiences (r=0.21, 95% CI 0.18-0.24; P<.001), and social anxiety (r=0.34, 95% CI 0.19-0.48; P<.001) were identified as factors that may increase the risk of developing digital addiction.
Conclusions: This study found that social factors such as urban residence were associated with an increased risk of digital addiction, whereas social support served as a protective factor against this risk. Nonetheless, the methodologies used in analyzing the factors related to digital addiction require further refinement.
{"title":"Factors Associated With Digital Addiction: Umbrella Review.","authors":"Yun Han, Jiamin Qiu, Chengbin Shi, Shiqi Huang, Haokun Huang, Xinman Wang, Sui Zhu, Da-Lin Lu, Peng Lu, Fangfang Zeng","doi":"10.2196/66950","DOIUrl":"10.2196/66950","url":null,"abstract":"<p><strong>Background: </strong>Digital addiction, affecting a significant portion of the population, particularly young people, is linked to psychological issues and social problems, making its prevention and management a crucial public health issue.</p><p><strong>Objective: </strong>This umbrella review aimed to comprehensively analyze the factors influencing digital addiction by re-evaluating the methodologies and evidence quality of existing meta-analyses.</p><p><strong>Methods: </strong>Databases including PubMed, Web of Science, the Cochrane Library, and Embase were systematically searched for reviews and meta-analyses related to factors associated with digital addiction up to September 24, 2024. The methodological quality of the identified studies was assessed using the modified \"A Measurement Tool to Assess Systematic Reviews 2\" (AMSTAR 2) tool, while the Grading of Recommendations Assessment, Development, and Evaluation (GRADE) tool was used to evaluate the quality of the evidence presented in the literature.</p><p><strong>Results: </strong>A total of 18 articles were included in the review, with AMSTAR 2 assessments revealing 6 moderate-quality, 4 low-quality, and 8 very low-quality studies. In total, 29 significant factors associated with digital addiction were identified. Notably, 4 studies achieved both moderate AMSTAR 2 and GRADE ratings, indicating that positive parent-child relationship (r=-0.15, 95% CI-0.18 to -0.11; P<.05) effectively mitigate the risks of digital addiction. Conversely, urban residence (odds ratio [OR] 2.32, 95% CI 1.19-4.53; P<.001), adverse childhood experiences (r=0.21, 95% CI 0.18-0.24; P<.001), and social anxiety (r=0.34, 95% CI 0.19-0.48; P<.001) were identified as factors that may increase the risk of developing digital addiction.</p><p><strong>Conclusions: </strong>This study found that social factors such as urban residence were associated with an increased risk of digital addiction, whereas social support served as a protective factor against this risk. Nonetheless, the methodologies used in analyzing the factors related to digital addiction require further refinement.</p>","PeriodicalId":48616,"journal":{"name":"Jmir Mental Health","volume":"12 ","pages":"e66950"},"PeriodicalIF":5.8,"publicationDate":"2025-07-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12303545/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144734156","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Gillian Strudwick, Iman Kassam, John Torous, Sean Patenaude
Unlabelled: Despite the growing enthusiasm for and a proliferation of digital mental health innovations, their integration into routine clinical care remains limited-often stalled at the pilot, research, or demonstration stage. This editorial argues that the successful adoption, scale-up, and sustainability of digital mental health innovations require intentional infrastructure, not just technology. Using the Non-Adoption, Abandonment, Scale-Up, Spread, and Sustainability (NASSS) implementation science framework, we examine how challenges across the seven framework domains (condition, technology, value proposition, adopters, organization, wider context, and their interactions over time) continue to hinder meaningful progress. We describe a focused digital mental health innovation infrastructure as a model for overcoming these barriers. Drawing on experiences from the Digital Innovation Hub at Canada's largest mental health and addictions teaching hospital, we illustrate how investing in the right infrastructure may move digital mental health innovations from "promising" to "impactful." We call for global collaboration to share knowledge and accelerate the real-world integration of digital innovations in routine mental health clinical care.
{"title":"Building the Infrastructure for Sustainable Digital Mental Health: It Is \"Prime Time\" for Implementation Science.","authors":"Gillian Strudwick, Iman Kassam, John Torous, Sean Patenaude","doi":"10.2196/78791","DOIUrl":"10.2196/78791","url":null,"abstract":"<p><strong>Unlabelled: </strong>Despite the growing enthusiasm for and a proliferation of digital mental health innovations, their integration into routine clinical care remains limited-often stalled at the pilot, research, or demonstration stage. This editorial argues that the successful adoption, scale-up, and sustainability of digital mental health innovations require intentional infrastructure, not just technology. Using the Non-Adoption, Abandonment, Scale-Up, Spread, and Sustainability (NASSS) implementation science framework, we examine how challenges across the seven framework domains (condition, technology, value proposition, adopters, organization, wider context, and their interactions over time) continue to hinder meaningful progress. We describe a focused digital mental health innovation infrastructure as a model for overcoming these barriers. Drawing on experiences from the Digital Innovation Hub at Canada's largest mental health and addictions teaching hospital, we illustrate how investing in the right infrastructure may move digital mental health innovations from \"promising\" to \"impactful.\" We call for global collaboration to share knowledge and accelerate the real-world integration of digital innovations in routine mental health clinical care.</p>","PeriodicalId":48616,"journal":{"name":"Jmir Mental Health","volume":"12 ","pages":"e78791"},"PeriodicalIF":5.8,"publicationDate":"2025-07-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12303234/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144683481","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jasmin Yee, Hannah Matheson, Bryce J M Bogie, Émilie Du Perron, Alexandra Thérond, Maëlle Charest, Catheleine van Driel, Marika Goyette, Ya Ting Lei, Chelsea Noël, Kagusthan Ariaratnam, Greg Collins, Chris Gorman, Ana-Maria Cretu, Simon Tremblay, Marie-Christine Rivard, Catherine Cullwick, Crystal Morris, David G Attwood, Alexandra Baines, Angela Stewart, Stéphane Bouchard, Christopher R Bowie, Synthia Guimond
Background: Cognitive remediation improves cognition and psychosocial functioning in individuals with psychotic disorders. The use of virtual reality (VR) to deliver cognitive remediation in immersive environments that mimic real cognitively challenging situations has the potential to increase engagement to treatment and further enhance its impact on functioning.
Objective: We aimed to codevelop a cognitive remediation program in VR with individuals with psychotic disorders and health care professionals to identify and address their needs.
Methods: Individuals with lived experience of a psychosis-spectrum condition (n=11) met 9 times and the health care professionals (n=7) met 3 times. Participants discussed personal and professional opinions on the challenges associated with cognitive difficulties in individuals with psychotic disorders. They also provided feedback on the program development.
Results: We discerned 4 themes from the content expert working groups: the need for a program to address cognitive impairments, the key program design elements to support cognitive rehabilitation, the importance of leveraging technology as an intervention tool, and the need to improve community functioning. In total, 3 themes were identified for the health care professionals: the need for a clinically relevant program that addresses the research-to-practice gap, the need to improve patient engagement in services, and the need for a program that addresses the limited resources in health care. The needs of our end-user experts were placed at the center of the program development process. When possible, we also integrated their suggestions, like the incorporation of a virtual coach within the immersive environment.
Conclusions: Individuals with lived experience and health care professionals have distinct needs, which have informed the co-design of a novel cognitive remediation program in VR, ThinkTactic VR. To our knowledge, ThinkTactic VR is one of the first co-designed and codeveloped cognitive remediation programs in VR using an iterative, user-centered approach involving both individuals with psychotic disorders and health care professionals.
{"title":"Cognitive Remediation for Psychosis in Virtual Reality (ThinkTactic VR): Qualitative, Iterative, and User-Centered Codevelopment Study.","authors":"Jasmin Yee, Hannah Matheson, Bryce J M Bogie, Émilie Du Perron, Alexandra Thérond, Maëlle Charest, Catheleine van Driel, Marika Goyette, Ya Ting Lei, Chelsea Noël, Kagusthan Ariaratnam, Greg Collins, Chris Gorman, Ana-Maria Cretu, Simon Tremblay, Marie-Christine Rivard, Catherine Cullwick, Crystal Morris, David G Attwood, Alexandra Baines, Angela Stewart, Stéphane Bouchard, Christopher R Bowie, Synthia Guimond","doi":"10.2196/69359","DOIUrl":"10.2196/69359","url":null,"abstract":"<p><strong>Background: </strong>Cognitive remediation improves cognition and psychosocial functioning in individuals with psychotic disorders. The use of virtual reality (VR) to deliver cognitive remediation in immersive environments that mimic real cognitively challenging situations has the potential to increase engagement to treatment and further enhance its impact on functioning.</p><p><strong>Objective: </strong>We aimed to codevelop a cognitive remediation program in VR with individuals with psychotic disorders and health care professionals to identify and address their needs.</p><p><strong>Methods: </strong>Individuals with lived experience of a psychosis-spectrum condition (n=11) met 9 times and the health care professionals (n=7) met 3 times. Participants discussed personal and professional opinions on the challenges associated with cognitive difficulties in individuals with psychotic disorders. They also provided feedback on the program development.</p><p><strong>Results: </strong>We discerned 4 themes from the content expert working groups: the need for a program to address cognitive impairments, the key program design elements to support cognitive rehabilitation, the importance of leveraging technology as an intervention tool, and the need to improve community functioning. In total, 3 themes were identified for the health care professionals: the need for a clinically relevant program that addresses the research-to-practice gap, the need to improve patient engagement in services, and the need for a program that addresses the limited resources in health care. The needs of our end-user experts were placed at the center of the program development process. When possible, we also integrated their suggestions, like the incorporation of a virtual coach within the immersive environment.</p><p><strong>Conclusions: </strong>Individuals with lived experience and health care professionals have distinct needs, which have informed the co-design of a novel cognitive remediation program in VR, ThinkTactic VR. To our knowledge, ThinkTactic VR is one of the first co-designed and codeveloped cognitive remediation programs in VR using an iterative, user-centered approach involving both individuals with psychotic disorders and health care professionals.</p>","PeriodicalId":48616,"journal":{"name":"Jmir Mental Health","volume":"12 ","pages":"e69359"},"PeriodicalIF":5.8,"publicationDate":"2025-07-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12299945/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144612346","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Julia Ivanova, Triton Ong, Hattie Wilczewski, Mollie Cummins, Hiral Soni, Janelle Barrera, Brandon Welch, Brian Bunnell
Background: Mental health care providers have widely adopted telemedicine since the onset of the COVID-19 pandemic. Some providers have reported difficulties in implementing telemedicine and are still assessing its sustainability for their practices. Recommendations, best practices, and guidelines for telemedicine-based mental health care (ie, telemental health care [TMH]) have been published, but the nature and extent of this guidance have not been assessed.
Objective: We aimed to determine (1) the form of TMH guidelines and recommendations presented to providers, (2) the most commonly presented recommendations and guidelines, and (3) the perceived benefits and challenges of these TMH guidelines and recommendations.
Methods: Through our scoping review of practice guidelines, we aimed to identify themes in TMH guidelines and clinical recommendations published between 2020 and 2024 in peer-reviewed journals. This review focused on the first 2 years of the COVID-19 pandemic to identify and characterize the available TMH guidance. We searched PubMed/MEDLINE and ScienceDirect for articles in peer-reviewed journals published between January 1, 2020, and July 16, 2024. We included articles that were available in English and presented recommendations, best practices, or guidelines for TMH. We excluded duplicates, articles unrelated to telehealth, brief editorial introductions, and those not publicly available. We applied the Healthcare Provider Taxonomy of the National Uniform Claim Committee to article titles and abstracts to identify records relevant to mental health. We used content and thematic analyses to identify key themes.
Results: Of the 1348 articles retrieved, we identified 76 that matched our criteria. Through content and thematic analyses, we identified 3 main themes-along with subthemes and topics-related to Facilitators, Concerns, and Changes Advised. The majority of articles called for further research (59/76) and for telemental health education and innovation in some form (43/76) regarding advised changes. Twenty-four articles included specific guidelines, recommendations, or checklists for providers.
Conclusions: The results highlight the need for further large-scale research to support the development of effective guidelines and protocols for therapy plans. Although TMH care is widespread, scholarly work emphasizes the need for a stronger evidence base that includes testing protocols in diverse settings and populations. The results also underscore the importance of increasing health professionals' knowledge of regulatory compliance and providing them with adequate TMH practice education.
{"title":"Mental Health Care Guidelines for Telemedicine During the COVID-19 Pandemic: Scoping Review.","authors":"Julia Ivanova, Triton Ong, Hattie Wilczewski, Mollie Cummins, Hiral Soni, Janelle Barrera, Brandon Welch, Brian Bunnell","doi":"10.2196/56534","DOIUrl":"10.2196/56534","url":null,"abstract":"<p><strong>Background: </strong>Mental health care providers have widely adopted telemedicine since the onset of the COVID-19 pandemic. Some providers have reported difficulties in implementing telemedicine and are still assessing its sustainability for their practices. Recommendations, best practices, and guidelines for telemedicine-based mental health care (ie, telemental health care [TMH]) have been published, but the nature and extent of this guidance have not been assessed.</p><p><strong>Objective: </strong>We aimed to determine (1) the form of TMH guidelines and recommendations presented to providers, (2) the most commonly presented recommendations and guidelines, and (3) the perceived benefits and challenges of these TMH guidelines and recommendations.</p><p><strong>Methods: </strong>Through our scoping review of practice guidelines, we aimed to identify themes in TMH guidelines and clinical recommendations published between 2020 and 2024 in peer-reviewed journals. This review focused on the first 2 years of the COVID-19 pandemic to identify and characterize the available TMH guidance. We searched PubMed/MEDLINE and ScienceDirect for articles in peer-reviewed journals published between January 1, 2020, and July 16, 2024. We included articles that were available in English and presented recommendations, best practices, or guidelines for TMH. We excluded duplicates, articles unrelated to telehealth, brief editorial introductions, and those not publicly available. We applied the Healthcare Provider Taxonomy of the National Uniform Claim Committee to article titles and abstracts to identify records relevant to mental health. We used content and thematic analyses to identify key themes.</p><p><strong>Results: </strong>Of the 1348 articles retrieved, we identified 76 that matched our criteria. Through content and thematic analyses, we identified 3 main themes-along with subthemes and topics-related to Facilitators, Concerns, and Changes Advised. The majority of articles called for further research (59/76) and for telemental health education and innovation in some form (43/76) regarding advised changes. Twenty-four articles included specific guidelines, recommendations, or checklists for providers.</p><p><strong>Conclusions: </strong>The results highlight the need for further large-scale research to support the development of effective guidelines and protocols for therapy plans. Although TMH care is widespread, scholarly work emphasizes the need for a stronger evidence base that includes testing protocols in diverse settings and populations. The results also underscore the importance of increasing health professionals' knowledge of regulatory compliance and providing them with adequate TMH practice education.</p>","PeriodicalId":48616,"journal":{"name":"Jmir Mental Health","volume":"12 ","pages":"e56534"},"PeriodicalIF":5.8,"publicationDate":"2025-07-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12287676/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144602012","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}