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Technology and Mental Health Issues Information

The use of communicative and other new technologies as a supplement to mainstream therapies for mental disorders is an emerging mental health treatment field which, it is argued, could improve the accessibility, effectiveness and affordability of mental health care.[1] Mental health technologies used by professionals as an adjunct to mainstream clinical practices include email, SMS, virtual reality, computer programmes, blogs, social networks, the telephone, video conferencing, computer games, instant messaging and podcasts.[2]

Technology and the Treatment of Mental Health Issues

Traditional methods of helping people with a mental health problem have been to use approaches such as medication, counselling, Cognitive Behavioral Therapy (CBT), exercise and a healthy diet. New technology can also be used in conjunction with traditional methods.

Rizzo et al.[3] have used Virtual Reality (VR) (simulated real environments through digital media) to successfully treat Post-Traumatic Stress Disorder (PTSD). The VR system offers a sense of realism in a safe environment. By gradually exposing the person to their fear with a Virtual Environment the patient becomes accustomed to the trigger of their problem to an extent that it no longer becomes an issue. This form of treatment has also been applied to other mental health problems such as phobias (where anxiety is triggered by a certain situation). For example, fear of flying or arachnophobia (fear of spiders). Computer games have also been used to provide therapy for adolescents.[4] Many adolescents are reluctant to have therapy and a computer game is a fun, anonymous and accessible way to receive therapeutic advice.

Relatively new technology such as mobile phones have also been used to help people with mental health problems by providing timely information.[5] David Haniff[6] produced a computer application that would present media to someone suffering from depression in order to lift their mood. For example, pictures of the patient's family or their voice. Technology can therefore be used in innovative ways to provide support for those with mental health problems. However, one size does not fit all and some technologies may not be suitable for certain people.

References

  1. ^ Doherty, Gavin; Coyle, David; Matthews, Mark (July 2010). "Design and Mental Health Guidelines for Mental Health Technologies". Interacting with Computers 22 (4): 243–252. http://www.sciencedirect.com/science?_ob=ArticleURL&_udi=B6V0D-4YH568S-1&_user=10&_coverDate=07%2F31%2F2010&_rdoc=1&_fmt=high&_orig=gateway&_origin=gateway&_sort=d&_docanchor=&view=c&_searchStrId=1703402087&_rerunOrigin=scholar.google&_acct=C000050221&_version=1&_urlVersion=0&_userid=10&md5=f5ee46f9d4213e1f3975dd8f33fefe2a&searchtype=a.
  2. ^ Anthony, Kate; Nagel, DeeAnna Merz; Goss, Stephen (eds) (2010). The Use of Technology in Mental Health : Applications, Ethics and Practice. Springfield, Ill.: Charles C. Thomas Publishers. ISBN 9780398079536. http://books.google.com/books?id=sX87shVB0ugC&printsec=frontcover&source=gbs_ge_summary_r&cad=0#v=onepage&q&f=false.
  3. ^ Rizzo, A; Pair, J; Graap, K; Manson, B; McNerney, P.J; Wiederhold, B; Wiederhold, M; Spira, B (2006). "A Virtual Reality Exposure Therapy Application for Iraq War Military Personnel with Post Traumatic Stress Disorder: From Training to Toy to Treatment". In Roy. M. (ed.). NATO Advanced Research Workshop on Novel Approaches to the Diagnosis and Treatment of Posttraumatic Stress Disorder. Washington D.C: IOS Press. pp. 235–250. http://www.macs.hw.ac.uk/modules/F24VS2/Resources/RizzoVirtualRealityExposure2006.pdf.
  4. ^ Coyle, D; Matthews, M; Sharry, J; Nisbet, A; Doherty (2005). "Personal Investigator: A therapeutic 3D game for adolecscent psychotherapy". Journal of Interactive Technology & Smart Education 2 (2): 73–88. http://www.macs.hw.ac.uk/modules/F24VS2/Resources/RizzoVirtualRealityExposure2006.pdf.
  5. ^ Goss, Stephen; Ferns, Joe (2010). "Using Cell/Mobile Phone SMS to Enhance Client Crisis and Peer Support". In Kate Anthony, DeeAnna Merz Nagel and Stephen Goss (eds). The Use of Technology in Mental Health: Applications, Ethics and Practice. Springfield, IL: Charles C. Thomas Pub Ltd. pp. 56–67. ISBN 9780398079536. http://books.google.ie/books?id=sX87shVB0ugC&printsec=&pg=PA56.
  6. ^ Haniff, David (2007). "Mental Health Issues and Pervasive Computing". In Devian Ramduny-Ellis and Dorothy Rachovides (eds). BCS-HCI '07 Proceedings of the 21st British HCI Group Annual Conference on People and Computers: HCI...but not as we know it - Volume 2. Swindon: British Computer Society. pp. 171–172. ISBN 9781902505954. http://www.bcs.org/upload/pdf/ewic_hc07_popaper4.pdf.

Categories: Mental health | Virtual reality | Mobile technology | Psychiatric treatments

 

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