2017
DOI: 10.1016/j.cbpra.2016.11.002
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Usability of a Smartphone Application to Support the Prevention and Early Intervention of Anxiety in Youth

Abstract: Anxiety disorders are among the most common psychiatric problems in youth, fail to spontaneously remit, and place some youth at risk for additional behavioral and emotional difficulties. Efforts to target anxiety have resulted in evidence-based interventions but the resulting prevention effects are relatively small, often weakening over time. Mobile health (mHealth) tools could be of use to strengthen the effects of anxiety prevention efforts. Although a large number of mHealth apps have been developed, few ha… Show more

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Cited by 65 publications
(38 citation statements)
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References 64 publications
(67 reference statements)
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“…From a practical clinical perspective, EMIs can postpone the necessity of professional mental health treatment by a psychiatrist or psychologist, e.g., for individuals who struggle financially, have limited access to such services in their place of living, or due to health reasons cannot attend psychotherapy [e.g., 32,51]. On the basis of this review and previous studies, EMIs may be specifically helpful for individuals who are facing temporary problems, for instance, in the context of personal or professional change or other transitioning periods.…”
Section: Discussionmentioning
confidence: 99%
“…From a practical clinical perspective, EMIs can postpone the necessity of professional mental health treatment by a psychiatrist or psychologist, e.g., for individuals who struggle financially, have limited access to such services in their place of living, or due to health reasons cannot attend psychotherapy [e.g., 32,51]. On the basis of this review and previous studies, EMIs may be specifically helpful for individuals who are facing temporary problems, for instance, in the context of personal or professional change or other transitioning periods.…”
Section: Discussionmentioning
confidence: 99%
“…One prototypical example of the power of gamification to motivate people to be more physically active is Pokémon GO, a commercial mobile-augmented reality game that has been proved effective in fostering physical activity in young and inactive people (Althoff et al 2016;Gabbiadini et al 2018;Howe et al 2016). Similarly, gamification has been implemented in REACH for Success, an innovative mHealth prevention and early intervention program targeting anxious symptomatology in youth (Stoll et al 2017). Specifically, this mobile app relies on gamification to increase people's engagement and adoption of effective self-management strategies for managing stress and anxiety-provoking situations.…”
Section: Strategies Of Ehealth Preventionmentioning
confidence: 99%
“…Usability framework was proposed by www.ijacsa.thesai.org another study to evaluate the usability of a smartphone application to indicate prevention and early intervention of anxiety in youth. This evaluation used five dimensions of usability, which are ease of use, ease of learning, quality of support information, satisfaction, and stigma [32]. Other studies conducted usability testing through explorative, descriptive design on Facebook-based obesity prevention program for Korean American adolescents (Health Teens).…”
Section: Related Workmentioning
confidence: 99%