| Literature DB >> 27148094 |
Theresa M Fleming1, Derek de Beurs2, Yasser Khazaal3, Andrea Gaggioli4, Giuseppe Riva4, Cristina Botella5, Rosa M Baños6, Filippo Aschieri7, Lynda M Bavin8, Annet Kleiboer9, Sally Merry8, Ho Ming Lau10, Heleen Riper9.
Abstract
Internet interventions for mental health, including serious games, online programs, and apps, hold promise for increasing access to evidence-based treatments and prevention. Many such interventions have been shown to be effective and acceptable in trials; however, uptake and adherence outside of trials is seldom reported, and where it is, adherence at least, generally appears to be underwhelming. In response, an international Collaboration On Maximizing the impact of E-Therapy and Serious Gaming (COMETS) was formed. In this perspectives' paper, we call for a paradigm shift to increase the impact of internet interventions toward the ultimate goal of improved population mental health. We propose four pillars for change: (1) increased focus on user-centered approaches, including both user-centered design of programs and greater individualization within programs, with the latter perhaps utilizing increased modularization; (2) Increased emphasis on engagement utilizing processes such as gaming, gamification, telepresence, and persuasive technology; (3) Increased collaboration in program development, testing, and data sharing, across both sectors and regions, in order to achieve higher quality, more sustainable outcomes with greater reach; and (4) Rapid testing and implementation, including the measurement of reach, engagement, and effectiveness, and timely implementation. We suggest it is time for researchers, clinicians, developers, and end-users to collaborate on these aspects in order to maximize the impact of e-therapies and serious gaming.Entities:
Keywords: cCBT; computerized therapy; implementation; serious games
Year: 2016 PMID: 27148094 PMCID: PMC4834305 DOI: 10.3389/fpsyt.2016.00065
Source DB: PubMed Journal: Front Psychiatry ISSN: 1664-0640 Impact factor: 4.157
Figure 1Toward maximizing the impact of e-therapy and serious gaming for mental health.
Available validated tools for assessing Patient Engagement.
| Tool | Description |
|---|---|
| Patient Activation Measure (PAM) ( | An interval-level, unidimensional Guttman-like measure with 22 (long version) or 13 (short version) items measuring self-assessed knowledge about chronic conditions, beliefs about illness and medical care, and self-efficacy for self-care. The PAM focused on physical conditions, and it was designed to measure activation as a broad construct |
| Health Confident Measure (HCM) ( | A scale from 1 (low confidence) to 10 (high confidence). Used to determine a patient’s level of engagement and develop an individualized approach to managing care |
| Patient Health Engagement (PHE) Scale ( | A 7-point, 5-item scale measuring patient engagement. According to the PHE model’s process view of patient engagement, individuals may be differentially engaged in one out of four levels of engagement – blackout, arousal, adhesion, and eudaimonic project – according to their emotional, cognitive, and behavioral mindset |