Background Smartphone apps are an increasingly popular means for delivering psychological interventions to patients suffering from a mental disorder. In line with this popularity, there is a need to analyze and summarize the state of the art, both from a psychological and technical perspective. Objective This study aimed to systematically review the literature on the use of smartphones for psychological interventions. Our systematic review has the following objectives: (1) analyze the coverage of mental disorders in research articles per year; (2) study the types of assessment in research articles per mental disorder per year; (3) map the use of advanced technical features, such as sensors, and novel software features, such as personalization and social media, per mental disorder; (4) provide an overview of smartphone apps per mental disorder; and (5) provide an overview of the key characteristics of empirical assessments with rigorous designs (ie, randomized controlled trials [RCTs]). Methods The Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines for systematic reviews were followed. We performed searches in Scopus, Web of Science, American Psychological Association PsycNET, and Medical Literature Analysis and Retrieval System Online, covering a period of 6 years (2013-2018). We included papers that described the use of smartphone apps to deliver psychological interventions for known mental disorders. We formed multidisciplinary teams, comprising experts in psychology and computer science, to select and classify articles based on psychological and technical features. Results We found 158 articles that met the inclusion criteria. We observed an increasing interest in smartphone-based interventions over time. Most research targeted disorders with high prevalence, that is, depressive (31/158,19.6%) and anxiety disorders (18/158, 11.4%). Of the total, 72.7% (115/158) of the papers focused on six mental disorders: depression, anxiety, trauma and stressor-related, substance-related and addiction, schizophrenia spectrum, and other psychotic disorders, or a combination of disorders. More than half of known mental disorders were not or very scarcely (<3%) represented. An increasing number of studies were dedicated to assessing clinical effects, but RCTs were still a minority (25/158, 15.8%). From a technical viewpoint, interventions were leveraging the improved modalities (screen and sound) and interactivity of smartphones but only sparingly leveraged their truly novel capabilities, such as sensors, alternative delivery paradigms, and analytical methods. Conclusions There is a need for designing interventions for the full breadth of mental disorders, rather than primarily focusing on most prevalent disorders. We further contend that an increasingly systematic focus, that is, involving RCTs, is needed to improve the robustness and trustworthiness of assessments. Regarding technical aspects, we argue that further exploration and innovative use of the novel capabilities of smartphones are needed to fully realize their potential for the treatment of mental health disorders.
Information and Communication Technologies (ICTs) have considerably increased the information and communication channels, favoring the emergence of new models for relations, such as social networks. However, for elderly users whose learning has traditionally been based on linear models of information such as textbooks, unfamiliarity with Internet can be a barrier. Moreover, elderly people living in rural communities face a lack of telecommunication infrastructures, which increases their difficulties in accessing ICTs. The aim of this study is to test a social network consisting of multiple applications with linear navigation as a digital literacy method for the elderly in rural areas. A sample of 46 participants between 60-76 years old with heterogeneous previous experience with ICTs participated in the study. They performed eight standardized sessions in an Elderly Leisure Center. Results showed differences in perceived usefulness between users with high and low ICT experience. After eight training sessions, the majority of the participants were able to independently use all the system applications, and positive results were obtained on the variables measured, i.e., learnability, sense of control over the system, ability to use the system, orientation, efficiency, accessible design, perceived ease, perceived usefulness, and intention to use. The participants with previous experience with other ICT methods preferred the linear navigation method because they thought it was easier than other ICTs. The results showed interaction differences when touch screens were used. Qualitative results showed that one of the most frequent emotions at the beginning of the ICT sessions was "fear" (related to breaking the computer or to making fools of themselves), but the continued use of the system improved the users' perceptions of their own capacity to handle ICTs and their interest in ICTs in general. The main contribution of this work consists of exploring the usefulness of linear navigation and social network systems in the context of digital literacy for elderly users in rural areas.
Objectives: Cognitive-behavioral therapies (CBT) for fibromyalgia (FMS) are important interventions in the management of this condition. Empirical evidence reports that although the results are promising, further research is needed to respond more appropriately to these patients.This study focuses on exploring the use of Virtual Reality (VR) as an adjunct to the activity management component. The aim of this study is to present the results of a small-sized randomized controlled trial to test the preliminary efficacy and acceptability of this component. Methods:The final sample was composed of 61 women diagnosed with FMS according to the American College of Rheumatology. The sample was randomly allocated to two conditions: VR treatment and treatment as usual.Results: Participants in the VR condition achieved significant improvements in the primary outcome: disability measured with the FIQ. The improvement was also significant in secondary outcomes, such as perceived quality of life and some of the coping strategies included in the CPCI: Task persistence, and Exercise. There were no differences in other secondary outcome measures like pain intensity and interference and depression. Participants reported high satisfaction with the VR component. Discussion:The effects were related to the psychological aspects targeted in the treatment. The component was well-accepted by FMS patients referred from a public hospital. These findings show that the VR component could be useful in the CBT treatment of FMS and encourage us to continue exploring the use of integrating VR with CBT interventions for the treatment of FMS.
The new assessment protocol in the app allows for an easy and rapid multidimensional assessment of chronic pain patients.
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