WHEN A VIDEO GAME BECOMES THE TREATMENT: HARNESSING DIGITAL AND SCREEN TECHNOLOGY AS THERAPEUTIC MODALITIES IN CHILD AND ADOLESCENT PSYCHIATRY

2021 
Objectives: American teens consume approximately 7 hours of screen time daily, with use extending into social, recreational, and academic spheres of life. Youth also appear increasingly invested in using digital media to address health issues, with 64% reporting the use of a mobile app for health-related purposes. As their patients become more reliant on the use of screens, it is incumbent on child and adolescent mental health professionals to understand evolving digital technologies and their potential role in mental health treatment. The presentation’s overall objectives are both to review the most salient examples of mobile health (mHealth) technologies useful in the clinical encounter and to guide participants through how to make informed recommendations surrounding the use of mHealth technology. Methods: Specifically, this presentation explores the use of video games in psychotherapeutic treatment, including case studies to exemplify this practice, as well as the use of varying mHealth technologies (eg, digital phenotyping, electronic diary cards). Programs will review each technology’s potential risks and benefits. The presentation will also use a mixed didactic and interactive approach to guide participants through specific treatment decisions regarding incorporation of these technologies into the treatment setting (including through use of an online decision-making tool). Results: Psychiatrists have begun exploring clinical use of novel mHealth technologies. However, through its emphasis on remote forms of mental health care, the COVID-19 pandemic has forced more expedient clinical adoption of these novel technologies. Overall, treatments that incorporate video gaming, behavioral health apps, and apps that collect survey and phone sensor data appear feasible and acceptable to young patients;however, recommendation of a particular technology relies on cautious, calculated decision making. Conclusions: The patients of child and adolescent psychiatrists are rapidly adapting to new digital technologies, increasingly incorporating them into their lives, including their health. Adoption of mHealth technology has the potential to improve quality and facilitate obtainment of important clinical information. Mental health professionals should become proficient in both using and discussing mHealth technologies with their patients. TREAT, COMP, TVM
    • Correction
    • Source
    • Cite
    • Save
    • Machine Reading By IdeaReader
    0
    References
    0
    Citations
    NaN
    KQI
    []