
Using design technologies in psychophysics, gamification, and digital phenotyping for mental health innovation
According to the CDC, 40% of all US adults were struggling with adverse mental health and substance abuse issues in June 2020 during COVID 19 [1]; population prevalence of clinically significant levels of mental distress rose from 18·9% in 2018–19 to 27·3% in 2020, one month into the UK lockdown [2];
2 studies investigating COVID-19 patients found a high level of post-traumatic stress symptoms (PTSS) (96.2%) and significantly higher level of depressive symptoms (p = 0.016) [3].
The authors found a lack of a systematic review on mental health in general populations; a general lack of solutions for quantifying mental health and accounting for self reporting biases; and decreasing accessibility of in-person traditional mental healthcare during the global pandemic, even as more people choose to spend greater time on online technology platforms:
- 44% of adult Gen Z (18-24) claim to have a Twitter account,
- 23% check it daily-
- and young adults in their late 20s and early 30s spent 2.6 hours a day on mobile video in 2019 [4].
The conference proceedings presented through this work will examine the specialized technologies in app-based and hardware solution developed at FullCircle for mental health [5]:
- digital biomarkers and phenotyping as a way to supplement early detection of mental health issues[6];
- gamification of traditional mental health care and community building to increase engagement [7],
- and haptic and emotional cues to influence sociability and help seeking behaviors [8].
Initial findings made through FullCircle’s first implementation of a solution to variable sample size support recommendations made in cited studies that behaviorism patterns can be queued to elicit desirable responses in mental health.
External references:
1) Czeisler, M., Lane, R., Petrosky, E., Wiley, J., Christensen, A., Njai, R., Weaver, M.Robbins, R., Facer-Childs, E., Barger, L., Czeisler, C., Howard, M. and Rajaratnam, S., 2020. Mental Health, Substance Use, And Suicidal Ideation During The COVID-19 Pandemic — United States, June 24–30, 2020.
- Pierce, M., Hope, H., Ford, T., Hatch, S., Hotopf, M., John, A., Kontopantelis, E., Webb, R., Wessely, S., McManus, S. and Abel, K., 2020. Mental Health Before And During The COVID-19 Pandemic: A Longitudinal Probability Sample Survey Of The UK Population.
- Vindegaard, N. and Benros, M., 2020. COVID-19 Pandemic And Mental Health Consequences: Systematic Review Of The Current Evidence.
- Medium. 2020. Does Gen Z Hate Twitter? Why We Use Twitter Way Less Than Other Platforms. [online] Available at: https://medium.com/@nealsivadas/does-gen-z-hate-twitter-why-we-use-twitter-way-less-than-other-platforms-10a1cb6f1dfd [Accessed 21 October 2020].
- https://www.teamfullcircle.org/
- Mandryk, R. and Birk, M., 2020. The Potential Of Game-Based Digital Biomarkers For Modeling Mental Health.
- Fleming, T., Bavin, L., Stasiak, K., Hermansson-Webb, E., Merry, S., Cheek, C., Lucassen, M., Lau, H., Pollmuller, B. and Hetrick, S., 2020. Serious Games And Gamification For Mental Health: Current Status And Promising Directions.
- Dl.acm.org. 2020. Emotional And Behavioral Responses To Haptic Stimulation | Proceedings Of The SIGCHI Conference On Human Factors In Computing Systems.
Jain Ananya