Amal Abdel-Baki1,2,3, Shalini Lal3,4,5, Olivier D-Charron2, Emmanuel Stip1,2,3, Nadjia Kara6. 1. Départment of Psychiatrie, Centre Hospitalier Université de Montréal (CHUM), Montréal, Quebec, Canada. 2. Department of psychiatry, Université de Montréal, Montréal, Quebec, Canada. 3. Centre de Recherche du CHUM, Montréal, Quebec, Canada. 4. École de réadaptation, Université de Montréal, Montréal, Quebec, Canada. 5. Douglas Mental Health University Institute, Montréal, Quebec, Canada. 6. Département de Génie Logiciel et TI, Ecole de Technologie Supérieure, Montréal, Quebec, Canada.
Abstract
AIM: Computers, video games and technological devices are part of young people's everyday lives. However, their use in first-episode psychosis (FEP) treatment is rare. The purpose of this study was to better understand the access and use of technology among individuals with FEP, including gaming activities, to inform future development of technology-enabled therapeutic applications. METHODS: Self-administered survey on use of technological tools in 71 FEP individuals. RESULTS: PCs/laptops were used by all participants; cellphones/smartphones by 92%, consoles by 83% (mainly male and younger participants). Women texted and used social networks more frequently; men played games (mainly action) more often. The younger individuals reported playing games frequently (32% daily) with less use of the Web and social networks (favourite: Facebook). CONCLUSIONS: These data will be useful for developing Web-based psychoeducation tools and cognitive remediation video games for youth with FEP.
AIM: Computers, video games and technological devices are part of young people's everyday lives. However, their use in first-episode psychosis (FEP) treatment is rare. The purpose of this study was to better understand the access and use of technology among individuals with FEP, including gaming activities, to inform future development of technology-enabled therapeutic applications. METHODS: Self-administered survey on use of technological tools in 71 FEP individuals. RESULTS: PCs/laptops were used by all participants; cellphones/smartphones by 92%, consoles by 83% (mainly male and younger participants). Women texted and used social networks more frequently; men played games (mainly action) more often. The younger individuals reported playing games frequently (32% daily) with less use of the Web and social networks (favourite: Facebook). CONCLUSIONS: These data will be useful for developing Web-based psychoeducation tools and cognitive remediation video games for youth with FEP.
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Authors: Manuela Ferrari; Judith Sabetti; Sarah V McIlwaine; Sahar Fazeli; S M Hani Sadati; Jai L Shah; Suzanne Archie; Katherine M Boydell; Shalini Lal; Joanna Henderson; Mario Alvarez-Jimenez; Neil Andersson; Rune Kristian Lundedal Nielsen; Jennifer A Reynolds; Srividya N Iyer Journal: Front Digit Health Date: 2022-04-07