Mental Health and eHealth Technology

24 important questions on Mental Health and eHealth Technology

What are the different types of eMental Health interventions aimed at direct provision of behavioral interventions? (6)

1. Internet websites
2. MOOIs
3. Mobile applications 
4. Games
5. Social media
6. Virtual Reality

What do internet websites entail when using them as eMental Health intervention?

Most are didactic in nature and accompanied by opportunities to practice. They tend to be modular. Many interventions are provided with some form of human support because of larger benefits and greater adherence, but the website itself is seen as the major agent of therapeutic benefit and change. Users are expected to engage in a great deal of independent practice in order to benefit.

What do most eMental Health interventions have in common?

That early versions usually imitate the medium they replace.
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What is the disadvantage of delivering human support for online interventions?

It tends to reduce the scalability of such interventions in ways that are inconsistent with the promise of Internet interventions to expand access and provide resources to people who may be unable to receive other psychological interventions.

What is the difference between consumable and non-consumable interventions?

Consumable interventions are those that once used will never be able to benefit another person. Non-consumable interventions never lose their therapeutic power to help additional people. Therefore, due to scalability, small effect sizes can still have an important impact on public health.

What are the proper metrics of evaluation in MOOIs? (3)

1. Number of people that used the intervention
2. The cost of reaching those people
3. Documented outcomes

What is the trade-off in choosing for MOOIs or different interventions?

There is a trade-off between reaching the greatest amount of people and increased engagement and a better ability to address problems when an intervention is supported.

In what light should the use of Internet websites be considered? (3)

1. Available resources
2. Target populations
3. Overall goal of the website

What should future research focus on with regard to the use of internet websites? (3)

1. What features are important drivers of change
2. If certain features are more effective for specific groups of people
3. How to best recruit and engage people

What is known about the accessibility of mobile applications?

The number of people having only access to the internet through mobile phones has surpassed those who can only access it through desktops. Also, people are more likely to access them throughout the day which is critical for interventions that try to change thoughts and feelings outside of a clinical setting.

Why is the number of disorders addressed through mobile applications lower than through websites?

Because of the greater required technical expertise to create mobile apps and because they have only been widely available since 2007.

What are the differences in the use of mobile apps and desktops?

People on mobile devices tend to cycle through different apps for specific tasks. The use of mobile apps tends to be shorter but more frequent. This principle has for example been used by an app that offers very little didactic content and instead focuses on providing features to facilitate the practice of skills. Accompanied with support this led to significant large reductions in depression.

What should future research regarding mobile applications focus on?

Address issues of design and understand users' goals.

What could be the reasons for mobile apps having more features?

It is hard to determine if this is because of the affordances, and conventions in developing mobile apps or because mobile apps came after websites and could be based on lessons earlier learned.

What is the difference between gamification and serious games?

Gamification is when game design principles are applied in non-game contexts. Serious games refer to full-fledged games that are designed to teach principles of behavior change through the interaction with the game.

What is a recent development in the use of serious games?

Serious games are being developed that embed behavior principles into the games rather than embedding game principles into behavior change technologies. A recent example however shows high rates of non-adherence and trials have been small.

What are the reasons for people being aware that games are intended to be used for therapeutic processes? (2)

1. Economic reasons
2. Might require professional involvement

What games are used that people usually don't know of that these have therapeutic aims?

1. Cognitive control
2. Attentional bias

What is the reason that Internet support forums have very little benefit for mental health?

They are quite unstructured in their nature. The content that people share might not align with evidence-based principles.

Why do interventions tend to be effective that are embedded into social media?

Because they reinforce principles that are present in other eMental Health interventions but do so in social media settings.

What has research on how content on social media platforms can act as interventions in various populations in need shown?

It is likely that peers can be important contributors to eMental health platforms due to their shared experience with disorders if platforms are designed to properly make use of their experience.

What are the advantages of the use of VR in mental health care? (2)

1. Suitable for exposures that might be challenging to conduct in vivo
2. Might be superior to in vivo exposure therapy (might be mediated by therapist availability)

What is a major challenge for the implementation of VR treatments?

The need for more evidence showing that benefits gained from such treatments translate to real-world benefits.

What are the main barriers to implementing eMental health? (3)

1. People's limited use of such tools when moved into real-world settings
2. This can be enhanced by human support, but this greatly increases the cost and reduces the scalability. 
3. It is unclear whether eMental health is cost-effective when implemented in practice (naturalistic evaluation - increased costs)

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