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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. 在行动者-伴侣相互依赖模型中,患者和心理治疗师的远程在场发展:来自初级保健视频咨询随机试验的20对纵向观察研究。
IF 5.8 2区 医学 Q1 PSYCHIATRY Pub Date : 2025-08-11 DOI: 10.2196/70415
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.

背景:2019冠状病毒病大流行加速了精神卫生保健中视频咨询的采用,突出了治疗联盟在面对面和网络环境中对成功治疗结果的重要性。远程呈现,即与精神卫生专家(MHS)在一起而不是感到遥远的感觉,是在视频咨询中建立强有力的治疗联盟的关键组成部分。虽然患者经常报告高远程呈现水平,但mhs对视频咨询能否复制面对面互动的质量表示担忧。尽管它很重要,但随着时间的推移,关于远程呈现在mss中的发展以及患者与mss之间的二元相互作用的研究仍然有限。目的:本研究旨在通过一项评估初级保健中抑郁症和焦虑症视频会诊可行性的随机对照试验的数据,评估患者- mhs对视频会诊中远程呈现发展的相互影响。方法:纳入22例mhs患者(22例,4例mhs)。用《视频会议网真量表》测量网真。采用可区分的二元结构方程模型对二元数据进行分析。行动者效应是指个体在时间点1 (T1)的临场感对其在时间点2 (T2)的临场感的影响,而伙伴效应是指一方在T1时刻的临场感对另一方在T2时刻的临场感的影响。敏感性分析排除了来自单个mhs的数据,以解释其独特的影响。结论:与先前的研究结果一致,随着时间的推移,mhs的远程临场感增加,而患者从治疗开始就报告了高的远程临场感水平。由于缺乏二元影响,需要进一步探索影响网真发展的因素,如年龄、技术熟练程度和先前的治疗经验。未来有必要进行更大样本和更多会话的研究,以增强这些发现的普遍性,并优化视频咨询在精神卫生保健中的应用。
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引用次数: 0
A Virtual Reality-Based Cognitive Defusion Application for Youth Depression and Anxiety: Mixed Methods Experimental Study. 基于虚拟现实的认知融合在青少年抑郁和焦虑中的应用:混合方法实验研究。
IF 5.8 2区 医学 Q1 PSYCHIATRY Pub Date : 2025-08-07 DOI: 10.2196/70160
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.

背景:第三波心理治疗如接纳与承诺治疗可有效改善青少年抑郁和焦虑。然而,第三波治疗技术,如认知融合,可能是抽象的,具有挑战性的学习,难以应用于现实世界的设置。将这些技术转化为虚拟现实(VR)可以提供互动、愉快和具体的学习机会,潜在地提高参与度和有效性。本研究评估了一种新的VR应用,将认知融合技术转化为简短的游戏化VR体验。目的:评估VR认知融合应用的可行性、可接受性、可用性和安全性;检查它是否能改善消极思维和情绪状态;并了解它与非vr认知分散练习的比较。方法:在一项混合方法的实验研究中,20名年轻人在一次会话中以随机顺序完成VR和音频认知融合练习。在每次练习前后都采取了定量的基于状态的措施,最后进行了定性访谈,重点是如何比较这两种经历。结果:招募参与者是可行的,所有参与者都完成了练习和评估。VR和音频练习对参与者来说都是可以接受的,定性主题突出了对VR的偏好,因为它的格式新颖而引人入胜;然而,需要更好的指导和更个性化的环境。虽然有一名参与者在VR练习中感到痛苦,但没有严重的不良事件报告。结论:VR认知融合的应用对年轻人来说是可行的、安全的、可接受的,并有可能通过一种吸引人的、愉快的方式来学习第三波认知行为治疗技术,从而加强心理健康治疗。虽然参与者更喜欢虚拟现实,但进一步的改进可以提高效果。未来的研究应侧重于加强基于用户反馈的VR应用设计,结合音频引导,并在现实环境中进行更大规模的试验,以彻底评估VR应用的有效性和实施情况。
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引用次数: 0
Video Games and Gamification for Assessing Mild Cognitive Impairment: Scoping Review. 评估轻度认知障碍的电子游戏和游戏化:范围审查。
IF 5.8 2区 医学 Q1 PSYCHIATRY Pub Date : 2025-08-05 DOI: 10.2196/71304
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。
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引用次数: 0
Effects of YouTube Health Videos on Mental Health Literacy in Adolescents and Teachers: Randomized Controlled Trial. YouTube健康视频对青少年和教师心理健康素养的影响:随机对照试验
IF 5.8 2区 医学 Q1 PSYCHIATRY Pub Date : 2025-07-31 DOI: 10.2196/76004
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
背景:青少年是心理健康发展的关键时期,但青少年中心理健康问题的患病率较高。在学校环境中提高心理健康素养可能是促进心理健康和预防心理健康斗争的有效战略。实现这一目标的一个有希望的方法是为学生和教师提供可访问的多媒体资源,如YouTube健康视频,以提高他们的心理健康素养。目的:本研究评估YouTube健康教育短片对促进青少年和教师心理健康素养的有效性。方法:两个独立的样本,352名青少年和502名教师从一个大的小组中招募,代表德国人口的互联网接入。每个样本的参与者被随机分配到实验组(176名青少年和254名教师)和对照组(176名青少年和248名教师)。实验组观看了一个旨在提高心理健康素养的YouTube健康视频,而对照组观看了一个风格相似但主题不同的视频。在观看公开的YouTube健康视频之前和之后,通过特定主题的测验和基于网络的调查中的自我报告来评估心理健康知识作为主要结果。此外,所有参与者都被要求对YouTube健康视频的教育、视觉和整体质量以及它们在学校环境中的可用性进行评分。采用方差分析对主要假设进行检验。对质量项和可用性项进行了描述性分析。结果:青少年的主要影响因素有时间(f1350 =46.34, P2p=0.117)和组(f1350 =6.05, P= 0.117)。0.01, η2p=0.017),且在压力特异性知识上存在time×group显著交互作用(f1350 =39.15, P2p=0.101),表明实验组的知识增长高于对照组。同样,对于教师来说,时间(f1500 =107.31, P2p=0.177)和群体(f1500 =58.07, P2p=0.104)的主效应显著,time×group的交互作用显著(f1500 =82.59, P2p=0.142)。两种学生的知识自我报告的结果模式相同(时间:f1347 =103.65, P2p=0.230;组:f1347 =8.59, P=。004年,η2 p = 0.024;time×group互动:f1347 =29.11, P2p=0.077)与教师(时间:f1500 =115.40, P2p=0.188;组:f1500 =41.16, P2p=0.076;time×group交互:f1500 =64.24, P2p=0.114)。总体而言,青少年和教师对视频的教育、视觉和整体质量及其在学校环境中的可用性进行了正面评价。结论:本研究结果表明,YouTube健康教育短片是促进学生和教师心理健康素养的有效工具。总的来说,这项评价为在学校更广泛地实施心理健康教育铺平了道路,以便创造一个更有利和知情的环境,促进心理健康。试验注册:德国临床试验注册DRKS00036854;https://drks.de/search/en/trial/DRKS00036854/details。
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引用次数: 0
Objectively Measured Smartphone Use and Nonsuicidal Self-Injury Among College Students: Cross-Sectional Study. 客观测量的智能手机使用与大学生非自杀性自伤:横断面研究。
IF 5.8 2区 医学 Q1 PSYCHIATRY Pub Date : 2025-07-30 DOI: 10.2196/71264
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。
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引用次数: 0
Treatment Without Cost? Effects and Side Effects of an Internet-Based Intervention for Depression: Randomized Controlled Trial. 免费治疗?基于互联网的抑郁症干预的效果和副作用:随机对照试验。
IF 5.8 2区 医学 Q1 PSYCHIATRY Pub Date : 2025-07-29 DOI: 10.2196/71274
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.

背景:基于互联网的抑郁症干预措施因其有效性、可获得性和成本效益而越来越多地纳入卫生保健。然而,负面影响在很大程度上被忽视了。目的:本研究旨在评估无指导干预的积极和消极影响。方法:总共有303名参与者使用混合模型进行重复测量分析,通过贝克抑郁量表- ii(主要结局)评估12周后抑郁症状的变化,与常规护理的等候名单对照组相比。次要终点包括抑郁症状(患者健康问卷-9 [PHQ-9])、自尊和生活质量。使用基于互联网的干预心理治疗的积极和消极影响量表(PANEPS-I)评估负面影响。进行适度分析以探讨对治疗结果的影响。结果:干预组与对照组相比,抑郁症状的减轻幅度更大,平均有14次登录,效果大小为中小(g=0.30-0.42)。虽然在意向治疗分析中没有观察到自尊和生活质量的改善,但完整样本表明干预组的自尊更高。负面影响由22%(22/100)到68%(66/97)报告,与项目相关的影响(例如,不解决个人问题)的比例最高。未发现适度效应。结论:干预可有效减轻抑郁症状。尽管存在负面影响,但它们并未影响治疗结果,初步表明对使用者而言,总体益处可能大于负面影响。
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引用次数: 0
Factors Associated With Digital Addiction: Umbrella Review. 与数字成瘾相关的因素:Umbrella Review。
IF 5.8 2区 医学 Q1 PSYCHIATRY Pub Date : 2025-07-28 DOI: 10.2196/66950
Yun Han, Jiamin Qiu, Chengbin Shi, Shiqi Huang, Haokun Huang, Xinman Wang, Sui Zhu, Da-Lin Lu, Peng Lu, Fangfang Zeng

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.

背景:数字成瘾影响着很大一部分人口,特别是年轻人,它与心理问题和社会问题有关,使其预防和管理成为一个重要的公共卫生问题。目的:本综述旨在通过重新评估现有荟萃分析的方法和证据质量,全面分析影响数字成瘾的因素。方法:系统检索PubMed、Web of Science、Cochrane Library和Embase等数据库,检索截至2024年9月24日与数字成瘾相关因素的综述和荟萃分析。使用改进的“评估系统评价的测量工具2”(AMSTAR 2)工具评估已确定研究的方法学质量,而使用建议评估、发展和评价分级(GRADE)工具评估文献中证据的质量。结果:本综述共纳入18篇文章,AMSTAR 2评估显示6篇中等质量研究、4篇低质量研究和8篇极低质量研究。总共确定了29个与数字成瘾相关的重要因素。值得注意的是,有4项研究获得了中度AMSTAR 2和GRADE评分,表明亲子关系为正(r=-0.15, 95% CI-0.18 ~ -0.11;结论:本研究发现,城市居住等社会因素与数字成瘾风险增加有关,而社会支持则是防止这种风险的保护因素。尽管如此,用于分析与数字成瘾相关因素的方法仍需进一步完善。
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引用次数: 0
Building the Infrastructure for Sustainable Digital Mental Health: It Is "Prime Time" for Implementation Science. 构建可持续的数字心理健康基础设施:现在是实施科学的“黄金时间”。
IF 5.8 2区 医学 Q1 PSYCHIATRY Pub Date : 2025-07-21 DOI: 10.2196/78791
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.

未标记:尽管人们对数字心理健康创新的热情日益高涨,而且数字心理健康创新也在不断扩散,但它们与常规临床护理的整合仍然有限——通常停留在试点、研究或示范阶段。这篇社论认为,数字心理健康创新的成功采用、推广和可持续性需要有意识的基础设施,而不仅仅是技术。利用“不采用、放弃、扩大规模、传播和可持续性”(NASSS)实施科学框架,我们研究了七个框架领域(条件、技术、价值主张、采用率、组织、更广泛的背景及其相互作用)的挑战如何继续阻碍有意义的进展。我们描述了一个专注的数字心理健康创新基础设施,作为克服这些障碍的模型。根据加拿大最大的心理健康和成瘾教学医院的数字创新中心的经验,我们说明了投资于正确的基础设施如何将数字心理健康创新从“有前途”转变为“有影响力”。我们呼吁开展全球合作,分享知识,加快将数字创新融入日常精神卫生临床护理的现实世界。
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引用次数: 0
Cognitive Remediation for Psychosis in Virtual Reality (ThinkTactic VR): Qualitative, Iterative, and User-Centered Codevelopment Study. 虚拟现实精神病的认知补救(thinktactical VR):定性、迭代和以用户为中心的共同开发研究。
IF 5.8 2区 医学 Q1 PSYCHIATRY Pub Date : 2025-07-11 DOI: 10.2196/69359
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.

背景:认知补救可改善精神障碍患者的认知和社会心理功能。使用虚拟现实(VR)在模拟真实认知挑战情况的沉浸式环境中提供认知补救,有可能增加治疗的参与度,并进一步增强其对功能的影响。目的:我们旨在与精神病患者和医疗保健专业人员共同开发VR中的认知修复计划,以识别和解决他们的需求。方法:有精神病谱症状生活经历的个体(n=11)共9次,卫生保健专业人员(n=7)共3次。与会者讨论了与精神障碍患者认知困难相关的挑战的个人和专业意见。他们也对项目的发展提供了反馈。结果:我们从内容专家工作组中发现了4个主题:解决认知障碍项目的必要性,支持认知康复的关键项目设计要素,利用技术作为干预工具的重要性,以及改善社区功能的必要性。总的来说,为卫生保健专业人员确定了3个主题:需要一个临床相关的项目来解决研究与实践之间的差距,需要提高患者对服务的参与度,需要一个项目来解决卫生保健资源有限的问题。我们的最终用户专家的需求被置于程序开发过程的中心。在可能的情况下,我们还整合了他们的建议,比如在沉浸式环境中加入虚拟教练。结论:有生活经验的个体和卫生保健专业人员有不同的需求,这为共同设计一种新的VR认知修复程序thinktactical VR提供了信息。据我们所知,thinktactical VR是第一个共同设计和共同开发的VR认知修复项目之一,它采用了一种迭代的、以用户为中心的方法,涉及精神病患者和医疗保健专业人员。
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引用次数: 0
Mental Health Care Guidelines for Telemedicine During the COVID-19 Pandemic: Scoping Review. COVID-19大流行期间远程医疗精神卫生保健指南:范围审查
IF 5.8 2区 医学 Q1 PSYCHIATRY Pub Date : 2025-07-09 DOI: 10.2196/56534
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.

背景:自COVID-19大流行爆发以来,精神卫生保健提供者广泛采用远程医疗。一些供应商报告了实施远程医疗的困难,并仍在评估其做法的可持续性。已经发表了基于远程医疗的精神卫生保健(即远程精神卫生保健[TMH])的建议、最佳做法和指南,但尚未对这些指南的性质和范围进行评估。目的:我们的目的是确定(1)向提供者提供的TMH指南和建议的形式,(2)最常见的建议和指南,以及(3)这些TMH指南和建议的感知利益和挑战。方法:通过对实践指南的范围审查,我们旨在确定2020年至2024年在同行评议期刊上发表的TMH指南和临床建议的主题。本综述的重点是COVID-19大流行的头两年,以确定和描述现有的TMH指南。我们检索了PubMed/MEDLINE和ScienceDirect,检索了2020年1月1日至2024年7月16日期间发表的同行评议期刊的文章。我们收录了可用的英文文章,并提出了TMH的建议、最佳实践或指南。我们排除了重复、与远程医疗无关的文章、简短的编辑介绍和那些不公开的文章。我们将国家统一索赔委员会的医疗保健提供者分类法应用于文章标题和摘要,以识别与精神健康相关的记录。我们使用内容和主题分析来确定关键主题。结果:在检索到的1348篇文章中,我们确定了76篇符合我们的标准。通过内容和主题分析,我们确定了3个主要主题,以及与推动者、关注点和建议更改相关的副主题和主题。大多数文章呼吁就建议的改变进行进一步研究(59/76)和以某种形式进行远程心理健康教育和创新(43/76)。24篇文章包括针对供应商的具体指导方针、建议或检查清单。结论:该结果强调需要进一步的大规模研究,以支持制定有效的治疗计划指南和协议。虽然TMH护理很普遍,但学术工作强调需要一个更强有力的证据基础,包括在不同环境和人群中的检测方案。结果还强调了提高卫生专业人员的法规遵从性知识和向他们提供适当的TMH实践教育的重要性。
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引用次数: 0
期刊
Jmir Mental Health
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