2020
DOI: 10.2196/18990
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Blended Digital and Face-to-Face Care for First-Episode Psychosis Treatment in Young People: Qualitative Study

Abstract: Background A small number of studies have found that digital mental health interventions can be feasible and acceptable for young people experiencing first-episode psychosis; however, little research has examined how they might be blended with face-to-face approaches in order to enhance care. Blended treatment refers to the integration of digital and face-to-face mental health care. It has the potential to capitalize on the evidence-based features of both individual modalities, while also exceedin… Show more

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Cited by 30 publications
(25 citation statements)
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“…Moreover, research needs to focus more on participation by young users to improve engagement with the games, and, crucially, on eliciting participation by service providers and family to promote the transformation of stand-alone digital game interventions into standard tools for mental health treatment in clinical and community settings (schools and home) for youth. Opportunities for blending digital and face-to-face treatment should also be explored ( 140 ). Potential harms in the therapeutic use of digital games need to be better understood and more research is needed to unpack the complexity of gaming disorder, deeply rooted in the relationship between the user and the digital technology, and to find a proper framework that promotes safety in the use of digital interventions, particularly videogame interventions ( 51 ).…”
Section: Discussionmentioning
confidence: 99%
“…Moreover, research needs to focus more on participation by young users to improve engagement with the games, and, crucially, on eliciting participation by service providers and family to promote the transformation of stand-alone digital game interventions into standard tools for mental health treatment in clinical and community settings (schools and home) for youth. Opportunities for blending digital and face-to-face treatment should also be explored ( 140 ). Potential harms in the therapeutic use of digital games need to be better understood and more research is needed to unpack the complexity of gaming disorder, deeply rooted in the relationship between the user and the digital technology, and to find a proper framework that promotes safety in the use of digital interventions, particularly videogame interventions ( 51 ).…”
Section: Discussionmentioning
confidence: 99%
“…For instance, the current literature on the influence of ICT on patient‐clinician relationships rarely addresses either MH or YMH. This is important as young people with MH concerns are consistently express a preference for ‘blended’ service models (ie digital support plus face‐to‐face interactions) 88 . As well as obvious lines of investigation, future research might consider, for example whether the impact of engagement in online MHI seeking differs if youth are then offered face‐to‐face or online consultations only.…”
Section: Limitationsmentioning
confidence: 99%
“…The mixed linear model of smartphone mobile sensing and self-reported mental health questions [19] was applied in this study. In synthesis, the main theoretical basis informing these studies is the hybrid model of care that identifies patients receiving both in-person and online interventions for diagnosis, therapy, and monitoring [10,[20][21][22].…”
Section: Athlete Mental Health Challenges Amid Covid-19mentioning
confidence: 99%
“…The MHQ is an epidemiological mental health assessment tool that provides personalized insight into an individual's mental health partnered with feedback that is generated based on the individual scoring profile. The delivery of solutions for influencing positive mental health is recommended to consider the mixed linear model of smartphone mobile sensing and self-reported mental health questions [19], and a hybrid model of care [10,[20][21][22] as part of a general guide.…”
Section: Integration Of Subpopulation and General Population Research With Algorithmsmentioning
confidence: 99%