| Literature DB >> 30715539 |
Neil Thomas1,2, Josef J Bless3,4, Ben Alderson-Day5, Imogen H Bell1,2, Matteo Cella6,7, Tom Craig8, Philippe Delespaul9,10, Kenneth Hugdahl3,4,11, Julien Laloyaux3,4,12, Frank Larøi3,4,12, Tania M Lincoln13, Björn Schlier13, Prabitha Urwyler14,15, David van den Berg16, Renaud Jardri17,18.
Abstract
The field of digital mental health is rapidly expanding with digital tools being used in assessment, intervention, and supporting self-help. The application of digital mental health to hallucinations is, however, at a very early stage. This report from a working group of the International Consortium on Hallucinations Research considers particular synergies between the phenomenon of hallucinations and digital tools that are being developed. Highlighted uses include monitoring and managing intermittently occurring hallucinations in daily life; therapeutic applications of audio and video media including virtual and augmented reality; targeting verbal aspects of hallucinations; and using avatars to represent hallucinatory voices. Although there is a well-established Internet-based peer support network, digital resources for hallucinations have yet to be implemented in routine practice. Implementation may benefit from identifying how to market resources to the broad range of populations who experience hallucinations and identifying sustainable funding models. It is envisaged that digital tools will contribute to improved self-management and service provision for people experiencing hallucinations.Entities:
Mesh:
Year: 2019 PMID: 30715539 PMCID: PMC6357981 DOI: 10.1093/schbul/sby103
Source DB: PubMed Journal: Schizophr Bull ISSN: 0586-7614 Impact factor: 9.306
Potential Synergies Between Digital Technologies and Hallucinations
| Typical Characteristic of Hallucinations | Corresponding Digital Technologies |
|---|---|
| Occurring intermittently within day-to-day environment | Ecological momentary assessment in monitoring; ecological momentary intervention in self-managing |
| Perceptual phenomena | Audio and/or visual media; virtual and mixed reality |
| Verbal content | Digital speech-based stimuli |
| Interpersonal content | Avatar representations of voices and self; autonomous interactive agents using natural language processing |