Problem gamblers face numerous barriers to intervention and support, such as shame and stigma, need for control, and lack of resources. Fortunately, digital health has paved the way for private, autonomous, and highly accessible interventions for problem gambling. Mobile applications (apps) are a part of the digital health platform; however, few apps are available, and a review has not been undertaken. This study had one simple aim: to review the health apps for problem gambling available in Australia from Google Play and Apple iTunes. Focus was given to, among other elements, cost, update recency, popularity, and functions of the apps. In January 2020, 17 health apps for problem gambling were identified and data were extracted. The investigation showed that the apps are generally free or low cost and are not popular in terms of downloads and ratings. In most cases, months or years had passed since previous updates, and the apps had a small number of functions with little variance in the types provided. However, many of the functions are viewed positively by problem gamblers and professionals involved in problem gambling research and intervention. Overall, although the limited range of health apps for problem gambling available in Australia provides a foundation for intervention, there is room for improvement in the quality and range of in-app functions, which may in turn have positive effects on popularity. Further, a greater number of apps may benefit users by encouraging price competitiveness and regular app updates.RésuméLes joueurs compulsifs font face de nombreux obstacles à l’intervention et au soutien, notamment la honte et la stigmatisation, le besoin de contrôle et le manque de ressources. Heureusement, la santé numérique leur a ouvert la voie aux interventions privées, autonomes et très accessibles. La plateforme de santé numérique comporte des applications mobiles, mais celles-ci sont peu nombreuses et n’ont pas fait l’objet d’analyses. Cette étude avait un objectif simple : examiner les applications du domaine de la santé destinées aux joueurs compulsifs et offertes en Australie à partir de Google Play et d’Apple iTunes. Nous nous sommes concentrés notamment sur le coût, la récence de la mise à jour, la popularité et les fonctions des applications. En janvier 2020, 17 applications du domaine de la santé destinées aux joueurs compulsifs ont été repérées et les données ont été extraites. L’analyse montre que les applications sont généralement gratuites ou à faible coût, et ne sont pas populaires sur le plan des téléchargements et des évaluations. Dans la plupart des cas, elles n’avaient pas été mises à jour depuis des mois ou des années, et offraient un petit nombre de fonctions dont le type variait peu. Toutefois, un grand nombre des fonctions sont considérées de manière positive par les joueurs compulsifs et les professionnels de la recherche et de l’intervention dans le domaine du jeu compulsif. Dans l’ensemble, bien que la gamme restreinte d’applications de santé destinées aux joueurs compulsifs et accessibles en Australie jette les bases de l’intervention, il y a place à l’amélioration de la qualité et des fonctions de ces applications, ce qui pourrait les rendre plus populaires. En outre, l’augmentation du nombre d’applications pourrait être profitable aux utilisateurs en favorisant la concurrence des prix et les mises à jour régulières.
Although the role of companion animals within the dynamic of domestic violence (DV) is increasingly recognized, the overlap of animal harm and insurance discrimination for victims/survivors of DV has not been considered. Prompted by a case study presented in a National Link Coalition LINK-Letter, this research note examines "Pet Insurance" policies available in Australia and whether nonaccidental injury caused by an intimate partner would be covered. We discuss the implications of exclusion criteria for victims/survivors of DV, shelters providing places for animals within a DV dynamic, and, more broadly, for cross- or mandatory-reporting (of animal harm) initiatives.
Introduction: Smartphone apps are a highly accessible tool to supplement self-treatment for mental health challenges, such as depression, and are underrepresented in research. While many studies have performed content analyses of health apps, few studies have reviewed their adherence to behavior theory. Aims: The objective of this study is to assess mHealth depression apps through the lens of the Self-Determination Theory and identify if app functions target the three basic needs: autonomy, competence, and relatedness. Methods: All depression apps available from iTunes and Google Play that met inclusion criteria were analyzed (N = 194). Apps were reviewed for price options, store availability, download rates, and how functions targeted the three basic needs for intrinsic and sustained health behavior change outlined in the Self-Determination Theory. Results: Findings showed that most of the apps targeted at least one of the basic needs (158/194, 81.4%). However, only a few of these apps targeted all three basic needs to some degree (15/194, 7.7%), and no single app targeted all three basic needs fully. Furthermore, neither store availability, price option nor download rates were accurate predictors that apps targeted the three basic needs. Conclusions: The results suggest that some depression apps targeted autonomy, competence, and relatedness but this was limited to a small number of apps through few functions available in each app. People who want access to more functions targeting the needs would need to download a suite of apps.
Purpose The COVID-19 pandemic resulted in public health measures which unintentionally made unfortunate individual-, community- and system-level impacts. People experiencing gambling harm have distinctive vulnerabilities that are exacerbated during this period of uncertainty, physical distancing, self-isolation and changes to treatment services. This paper aims to investigate narratives of gambling harm to understand unmet needs in a COVID-19 context. Design/methodology/approach A leading international gambling support forum was mined for all posts associated with COVID-19 during 2020 and thematically analyzed. Findings A series of themes and subthemes that gamblers responded to the pandemic with a series of adaptive and maladaptive behaviors in line with the integrative theoretical framework of maladaptive consumption. Additionally, people experiencing gambling harm are disproportionately impacted by the COVID-19 pandemic, and the standard public health notices do not meet their unique needs. Originality/value This research builds upon knowledge of the antecedents and consequences of maladaptive consumption behavior. Further, the findings show that the lack of preventative measures, such as targeted and timely information to combat adverse outcomes, and reflexive support services has made this time more challenging.
BACKGROUND Smartphone applications (apps) are an ideal tool that is highly accessible to people who wish to begin self-treatment for depression. While many studies have performed content analyses on healthcare apps, few studies have reviewed these apps for adherence to behavior theory. Furthermore, apps for depression management are underrepresented in healthcare research. OBJECTIVE The objective of this study is to assess mHealth depression apps using SDT as a theoretical framework for meeting needs of autonomy, competence and, relatedness METHODS All depression healthcare apps available in Australia from the iTunes and Google Play app stores that met the inclusion criteria were analyzed. Each app was reviewed based on price options, store availability, download rates, and how in-app functions met the three basic needs for motivation towards health behavior change outlined in the Self-Determination Theory (SDT). RESULTS The analysis of the apps showed that most apps were free to download (69.9%) and addressed at least one of the three needs (81.4%) of SDT. However, few apps addressed all three of the basic needs through their functions (7.7%), and no apps hosted all functions expected to stimulate motivation for health behavior change. Furthermore, neither store availability, price option nor download rate were accurate predictors that apps hosted in-app functions expected to meet the basic needs. CONCLUSIONS The results suggest that some depression healthcare apps that meet the basic needs would effectively stimulate motivation (i.e., autonomy, competence, and relatedness). However, each individual app is limited in its number of functions that meet the basic needs. People who want access to more functions would need to download a suite of apps.
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