Κυριακή 17 Νοεμβρίου 2019

Use of Health Technologies for Low Back Pain in the Military Health System

Abstract

Low back pain (LBP) is a widespread condition that poses specific occupational risks for active-duty military personnel. Barriers to treatment are also greater for military personnel and veterans. The authors conducted a review of the literature to identify technology solutions to help offset barriers to treatment for military personnel and veterans. Researchers conducted a PubMed search using subject headings and natural language terms and phrases. Three research psychologists screened abstracts and full text articles. After application of exclusion criteria, 28 key articles on treatment of LBP leveraging technology were included. There is evidence in medical literature for the efficacy of health technology in the treatment of LBP. Telehealth can be effective in reducing pain levels, and more convenient and cost-effective than treatment as usual (TAU). Smartphone and mobile apps are effective for managing LBP by providing self-management tools and tracking methods. Internet-based programs are highly accessible, cost-effective, and less stigmatized than TAU. Wearable technologies, such as biofeedback and electronic sensors, are effective for reducing pain and improve physical rehabilitation assessment and treatment for chronic LBP. Findings for emerging technologies are reviewed and discussed. Considerable evidence exists for incorporating technology into treatment programs for LBP. The most promising technologies were as follows: telehealth, internet-based programs, and mobile apps. Benefits of using technology in treatment programs included not only reduction in pain symptoms, but also enabling self-management, allowing anonymous participation, portability of treatment, and cost effectiveness.

Teleprescribing Controlled Substances: Flowchart Analysis of the Ryan Haight Act and State Telemedicine Laws

Abstract

Legal liability concerns rank among the top organizational barriers to telemedicine adoption. Such concerns extend to medication-assisted treatment for opioid use disorders and to clinical use of controlled substances in general. These concerns stem from the complex web of federal and state regulations that govern teleprescribing of controlled substances. Existing health law literature on this topic has in large measure summarized regulations and exceptions under the Ryan Haight Act Online Pharmacy Consumer Protection Act (Ryan Haight Act) or categorized state telemedicine laws by nature and breadth of requirement. However, flowcharts can aid in the cognition, understanding, and evaluation of complex legal knowledge. This study analyzed the Ryan Haight Act, state administrative code, and published telemedicine guidelines using a multimethod qualitative approach. Legal analysis identified the structure and key language of federal statute through examination of sentence structure, logical connectors, punctuation, and key terms and language. Subsequently, Ryan Haight Act and state regulatory compliance flowcharts were developed using an adapted version of the six-stage process described by the American Society for Quality (ASQ). The creation of flowcharts proceeded in an iterative manner, and an interdisciplinary workgroup of subject matter experts reviewed the results for logic, clarity, cohesion, completion, and accuracy. Regulatory compliance flowcharts for teleprescribing of controlled substances may provide practitioners, educators, and advocates a tool for telemedicine risk management, competency-based education, and policy development.

Compulsive Internet Gaming and Its Relationship with Poor Psychological Well-Being Among Selected Adolescents

Abstract

Over the past few years, empirical studies have indicated that compulsive internet gaming can negatively influence one’s psychological well-being. To date, the World Health Organization recognizes individuals who have internet gaming disorder as having a mental health condition. As current global statistics on internet usage show an increasing number of heavy users among adolescents in India, this study aims to examine the relationship between internet gaming and psychological well-being among this segment of young people deemed by studies to be vulnerable to addiction and are largely exposed to the Internet. A correlation study between internet gaming and psychological well-being among 456 sampled adolescents from India was carried out for this research given no evidence exists in the literature on similar research. The Internet gaming disorder (IGDS9-SF) and Ryff’s Psychological Well-Being (PWB) scales were used to gather the needed data for this research. Result of the use of the Pearson correlation coefficient yielded a very strong negative correlation at − .771 between internet gaming disorder and psychological health suggesting the influence of poor psychological well-being to compulsive internet gaming. This study pointing to the emerging issue on IGD as a significant health concern calls for the development of an effective intervention program aimed at improving the psychological well-being of adolescents.

Childhood Weight Management: the Development and Refinement of an mHealth Intervention in Primary Care

Abstract

This study measured the parents’ experience after using a mobile health (mHealth) app based upon interface design, readability, and effectiveness in order to discuss possible behavior change and weight management to prevent childhood obesity. A mixed method approach using the system usability scale and semi-structured interviews in two phases that occurred over a period of 6 consecutive weeks were undertaken. Six families (n = 12) were recruited, with having one obese child as the primary inclusion criteria. The study findings were classified into three different aspects, namely usability assessment, usability score result, and parents’ preference which demonstrated diversified experiences regarding two versions of the app. Prioritizing the second version in respect to its user-friendly interface, behavior change, and health information, participants suggested necessary amendments to operate the app straightforwardly. The most significant result has identified an inadequate concentration on user (parents’) engagement from the development to the refinement of an mHealth app. Hence, childhood weight management has progressively intensified parental awareness through the intervention of mHealth. Further research should take into account determining the reciprocal relation between user experiences and user engagement to explore the nature of effectiveness of an mHealth app.

Gaming Motivations as a Guide to Treating Problematic Gaming Behaviors

Abstract

With the recent edition of Gaming Disorder to the ICD-11, it is imperative for clinicians to explore avenues to treat individuals who may seek treatment for videogame-related difficulties. An important factor in treating addictive behavior disorders is to select adaptive, appropriate replacement behaviors. Thus, this study explored typical non-gaming-related activities enjoyed by gamers as predicted by their gaming interests, with a goal of predicting targeted replacement behaviors based on gamer motivations. Online data were collected for 216 participants. Each participant completed a Gamer Motivation Profile and a General Interests Profile, and multiple regression analyses were conducted to test the degree to which gaming motivations also predicted interest in other, non-gaming-related activities. A number of significant, meaningful results emerged, both in positive and negative directions. For example, socially motivated gamers tended to also enjoy social activities outside of gaming, while showing decreased interest in creative activities. Similarly, immersion-oriented gamers tended to have higher interest in Intellectual activities, with decreased interest in Social activities and in Vacationing. Preliminary results revealed insights that can be used by clinicians in making targeted recommendations of replacement behaviors for problematic gamers, based on their specific Gamer Motivation Profiles.

Training Teachers to Identify and Refer At-Risk Students Through Computer Simulation

Abstract

Suicide is a major public health issue and is the second leading cause of death among adolescents. Teachers are in an ideal position to screen and refer at-risk students, but most teachers have not received adequate training in this area. The purpose of this study was to assess the effectiveness of a computer simulation on training teachers in effective identification and referral practices for middle school students at-risk for bullying and suicidal ideation. Students in a Masters of Arts in Teaching (MAT) program in New York State completed At-Risk for Middle School Educators, a computer simulation created by Kognito Interactive that is intended to effectively train teachers in effective identification and referral practices for middle school students at-risk for bullying and suicidal ideation. Participants completed pre- and post-intervention surveys and participated in an online discussion of the simulation training. Results of a paired-samples t test indicated that At-Risk for Middle School Educators significantly improved the likelihood that teachers will recommend a student in distress for psychological services. It also significantly improved teacher confidence and competence in approaching and referring at-risk students to mental health services. Although the sample size was small and further research is warranted, results suggest that At-Risk for Middle School Educators is an effective training tool for educators in the area of the identification and referral of at-risk students.

Exploring Retrospective Biases in Obsessive-Compulsive Disorder: an Experience-Sampling Study

Abstract

Standard methods of symptom assessment for obsessive-compulsive disorder (OCD) entail retrospective report of symptoms over a specified period (e.g., a week, a month). However, such methods may be subject to recall bias, leading to symptom assessments potentially discrepant from actual patient experience. The current study explored potential recall biases in two domains of symptom severity, distress, and interference, using experience-sampling methods (ESMs). Twenty-one adults with a primary diagnosis of OCD rated distress and interference of their two most upsetting obsessions and compulsions four times daily for 6 to 10 days using a modified version of the Yale-Brown Obsessive Compulsive Scale. After the ESM period, participants provided retrospective estimates of the same symptoms. Overall, participant’s retrospective ratings were significantly greater than their average ESM ratings. Results suggest the presence of recall biases of OCD symptom severity, potentially obscuring detection of symptom change and interfering with progress monitoring. Future directions and implications are discussed.

Evaluating the Relationship Between Multimedia Viewing, Sedentary Behavior, and Executive Function: a Systematic Review

Abstract

Research and discussions over the relationship between executive function, multimedia viewing, and sedentary human behavior are becoming increasingly popular throughout academia and mainstream media. While some studies report screen-viewing behavior as being associated with reduced levels of physical activity, other studies have also reported associations with higher levels of cognitive activity. The aim of this paper is to establish the relationship between multimedia viewing, sedentary behavior, and executive function. In achieving this aim, the main objectives are to (1) identify a framework to specify core characteristics of visual stimuli that may influence behavior and (2) identify the ways executive functions may mediate the interpretation of visual media. Literature searches were conducted in the Cochrane Library, PsychInfo and PsychArticles, PubMed, Science Direct, Scopus, and Web of Science. Methods of assessment reported in the literature were predominantly reliant on experimenter observation and participant self-report, without psychometric, empirical, or objective measurement of the core variables under study. Despite a sizable proportion of research conducting large-scale experiments and/or secondary analysis of data from longitudinal databases, there were no indications of the characteristics or styles of visual stimuli used. The myriad of published works range in methodological design, resource, and stimuli use or sample population. Raising a question of comparability and replicability, recommendations are made for researchers in reporting multimedia stimuli and importance in addressing the role of cognitive engagement and social interaction within the methodological design and reporting.

Smart Ways to Use Smartphones in Adolescent Mental Health Treatment

College Students’ Attitudes About Mental Health-Related Content in Mobile Apps

Abstract

This original study explored college students’ mobile phone app usage, and their attitudes about the usefulness of mental health-related content in a mental health-related mobile phone app and a mobile app linked to their college. More than half of the 113 undergraduate and graduate students indicated goal-setting assistance, stress management resources, well-being information, mental health resources, and contact information of local mental health agencies would be very to extremely useful in a mobile phone app linked to their college. Campus-based mobile phone apps could provide an alternative method for students to seek mental health-related services and may improve college students’ poor help-seeking behaviors.

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