Understanding access and use of technology among youth with first-episode psychosis to inform the development of technology-enabled therapeutic interventions

被引:42
作者
Abdel-Baki, Amal [1 ,2 ,3 ]
Lal, Shalini [3 ,4 ,5 ]
Charron, Olivier D. [2 ]
Stip, Emmanuel [1 ,2 ,3 ]
Kara, Nadjia [6 ]
机构
[1] CHUM, Dept Psychiat, Montreal, PQ, Canada
[2] Univ Montreal, Dept Psychiat, Montreal, PQ, Canada
[3] CHUM, Ctr Rech, Montreal, PQ, Canada
[4] Univ Montreal, Ecole Readaptat, Montreal, PQ, Canada
[5] Douglas Mental Hlth Univ Inst, Montreal, PQ, Canada
[6] Ecole Technol Super, Dept Genie Logiciel & TI, Montreal, PQ, Canada
基金
加拿大健康研究院; 加拿大自然科学与工程研究理事会;
关键词
eMental health; first-episode psychosis; psychosocial intervention; serious video game; Web-based; COGNITIVE REMEDIATION; NEUROCOGNITIVE DEFICITS; VIRTUAL-REALITY; VIDEO GAMES;
D O I
10.1111/eip.12250
中图分类号
R749 [精神病学];
学科分类号
100205 ;
摘要
Aim: Computers, video games and technological devices are part of young people's everyday lives. However, their use in first-episode psychosis (FEP) treatment is rare. The purpose of this study was to better understand the access and use of technology among individuals with FEP, including gaming activities, to inform future development of technology-enabled therapeutic applications. Methods: Self-administered survey on use of technological tools in 71 FEP individuals. Results: PCs/laptops were used by all participants; cellphones/smartphones by 92%, consoles by 83% (mainly male and younger participants). Women texted and used social networks more frequently; men played games (mainly action) more often. The younger individuals reported playing games frequently (32% daily) with less use of the Web and social networks (favourite: Facebook). Conclusions: These data will be useful for developing Web-based psychoeducation tools and cognitive remediation video games for youth with FEP.
引用
收藏
页码:72 / 76
页数:5
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