Tozzi Federica, Nicolaidou Iolie, Galani Anastasia, Antoniades Athos
Stremble Ventures Ltd, Limassol, Cyprus.
Department of Communication and Internet Studies, Cyprus University of Technology, Limassol, Cyprus.
JMIR Pediatr Parent. 2018 May 10;1(1):e5. doi: 10.2196/pediatrics.7248.
Advances in technology are progressively more relevant to the clinical practice of psychology and mental health services generally. Studies indicate that technology facilitates the delivery of interventions, such as cognitive behavioral therapy, in the treatment of psychological disorders in adults, such as depression, anxiety, obsessive-compulsive disorder, panic symptoms, and eating disorders. Fewer data exist for computer-based (stand-alone, self-help) and computer-assisted (in combination with face-to-face therapy, or therapist guided) programs for youth.
Our objective was to summarize and critically review the literature evaluating the acceptability and efficacy of using technology with treatment and prevention programs for anxiety in young children and adolescents. The aim was to improve the understanding of what would be critical for future development of effective technology-based interventions.
We conducted an exploratory review of the literature through searches in 3 scientific electronic databases (PsycINFO, ScienceDirect, and PubMed). We used keywords in various combinations: child or children, adolescent, preschool children, anxiety, intervention or treatment or program, smartphone applications or apps, online or Web-based tool, computer-based tool, internet-based tool, serious games, cognitive behavioral therapy or CBT, biofeedback, and mindfulness. For inclusion, articles had to (1) employ a technological therapeutic tool with or without the guidance of a therapist; (2) be specific for treatment or prevention of anxiety disorders in children or adolescents; (3) be published between 2000 and 2018; and (4) be published in English and in scientific peer-reviewed journals.
We identified and examined 197 articles deemed to be relevant. Of these, we excluded 164 because they did not satisfy 1 or more of the requirements. The final review comprised 19 programs. Published studies demonstrated promising results in reducing anxiety, especially relative to the application of cognitive behavioral therapy with technology. For those programs demonstrating efficacy, no difference was noted when compared with traditional interventions. Other approaches have been applied to technology-based interventions with inconclusive results. Most programs were developed to be used concurrently with traditional treatments and lacked long-term evaluation. Very little has been done in terms of prevention interventions.
Future development of eHealth programs for anxiety management in children will have to address several unmet needs and overcome key challenges. Although developmental stages may limit the applicability to preschool children, prevention should start in early ages. Self-help formats and personalization are highly relevant for large-scale dissemination. Automated data collection should be built in for program evaluation and effectiveness assessment. And finally, a strategy to stimulate motivation to play and maintain high adherence should be carefully considered.
技术进步与心理学和心理健康服务的临床实践的相关性日益增强。研究表明,技术有助于提供干预措施,如认知行为疗法,用于治疗成年人的心理障碍,如抑郁症、焦虑症、强迫症、惊恐症状和饮食失调。关于针对青少年的基于计算机(独立的自助式)和计算机辅助(与面对面治疗或治疗师指导相结合)项目的数据较少。
我们的目的是总结并批判性地回顾评估将技术用于幼儿和青少年焦虑症治疗与预防项目的可接受性和有效性的文献。目的是增进对有效基于技术的干预措施未来发展的关键因素的理解。
我们通过在3个科学电子数据库(PsycINFO、ScienceDirect和PubMed)中进行检索,对文献进行了探索性回顾。我们使用了各种组合的关键词:儿童或孩子们、青少年、学龄前儿童、焦虑症、干预或治疗或项目、智能手机应用程序或应用、在线或基于网络的工具、基于计算机的工具、基于互联网的工具、严肃游戏、认知行为疗法或CBT、生物反馈和正念。纳入的文章必须满足以下条件:(1)在有或没有治疗师指导的情况下使用技术治疗工具;(2)专门用于治疗或预防儿童或青少年的焦虑症;(3)在2000年至2018年之间发表;(4)以英文发表在科学同行评审期刊上。
我们识别并审查了197篇被认为相关的文章。其中,我们排除了164篇,因为它们不满足一项或多项要求。最终的综述包括19个项目。已发表的研究在减轻焦虑方面显示出有前景的结果,特别是相对于将认知行为疗法与技术相结合的应用。对于那些显示出疗效的项目,与传统干预措施相比没有发现差异。其他方法已应用于基于技术的干预措施,但结果尚无定论。大多数项目是为与传统治疗同时使用而开发的,并且缺乏长期评估。在预防干预方面做得很少。
未来用于儿童焦虑症管理的电子健康项目的发展将不得不满足几个未满足的需求并克服关键挑战。尽管发育阶段可能会限制对学龄前儿童的适用性,但预防应从早期开始。自助形式和个性化对于大规模传播非常重要。应内置自动数据收集功能以进行项目评估和效果评估。最后,应仔细考虑激发游戏动机和保持高依从性的策略。