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Tracing Tomorrow: young people's preferences and values related to use of personal sensing to predict mental health, using a digital game methodology.
BMJ Mental Health ( IF 6.6 ) Pub Date : 2024-03-20 , DOI: 10.1136/bmjment-2023-300897 Gabriela Pavarini 1, 2 , David M Lyreskog 2, 3 , Danielle Newby 3, 4 , Jessica Lorimer 2, 3 , Vanessa Bennett 3 , Edward Jacobs 2, 3 , Laura Winchester 3 , Alejo Nevado-Holgado 3 , Ilina Singh 3, 5
BMJ Mental Health ( IF 6.6 ) Pub Date : 2024-03-20 , DOI: 10.1136/bmjment-2023-300897 Gabriela Pavarini 1, 2 , David M Lyreskog 2, 3 , Danielle Newby 3, 4 , Jessica Lorimer 2, 3 , Vanessa Bennett 3 , Edward Jacobs 2, 3 , Laura Winchester 3 , Alejo Nevado-Holgado 3 , Ilina Singh 3, 5
Affiliation
BACKGROUND
Use of personal sensing to predict mental health risk has sparked interest in adolescent psychiatry, offering a potential tool for targeted early intervention.
OBJECTIVES
We investigated the preferences and values of UK adolescents with regard to use of digital sensing information, including social media and internet searching behaviour. We also investigated the impact of risk information on adolescents' self-understanding.
METHODS
Following a Design Bioethics approach, we created and disseminated a purpose-built digital game (www.tracingtomorrow.org) that immersed the player-character in a fictional scenario in which they received a risk assessment for depression Data were collected through game choices across relevant scenarios, with decision-making supported through clickable information points.
FINDINGS
The game was played by 7337 UK adolescents aged 16-18 years. Most participants were willing to personally communicate mental health risk information to their parents or best friend. The acceptability of school involvement in risk predictions based on digital traces was mixed, due mainly to privacy concerns. Most participants indicated that risk information could negatively impact their academic self-understanding. Participants overwhelmingly preferred individual face-to-face over digital options for support.
CONCLUSIONS
The potential of digital phenotyping in supporting early intervention in mental health can only be fulfilled if data are collected, communicated and actioned in ways that are trustworthy, relevant and acceptable to young people.
CLINICAL IMPLICATIONS
To minimise the risk of ethical harms in real-world applications of preventive psychiatric technologies, it is essential to investigate young people's values and preferences as part of design and implementation processes.
中文翻译:
追踪明天:年轻人使用数字游戏方法,利用个人感知来预测心理健康的偏好和价值观。
背景技术利用个人感知来预测心理健康风险引发了人们对青少年精神病学的兴趣,为有针对性的早期干预提供了潜在的工具。目标 我们调查了英国青少年在使用数字传感信息(包括社交媒体和互联网搜索行为)方面的偏好和价值观。我们还调查了风险信息对青少年自我理解的影响。方法遵循设计生物伦理学方法,我们创建并传播了一款专门构建的数字游戏(www.tracingtomorrow.org),该游戏让玩家角色沉浸在一个虚构的场景中,在该场景中他们接受了抑郁症的风险评估。相关场景,并通过可点击的信息点支持决策。调查结果 该游戏由 7337 名 16 至 18 岁的英国青少年参与。大多数参与者愿意亲自向父母或最好的朋友传达心理健康风险信息。主要出于隐私问题,学校参与基于数字痕迹的风险预测的可接受性参差不齐。大多数参与者表示,风险信息可能会对他们的学术自我理解产生负面影响。绝大多数参与者更喜欢面对面的个人支持,而不是数字化的支持方式。结论 只有以年轻人可信、相关和可接受的方式收集、传播和采取数据,数字表型分析才能发挥支持心理健康早期干预的潜力。 临床意义 为了最大限度地减少预防性精神病学技术在现实世界应用中的道德危害风险,有必要在设计和实施过程中调查年轻人的价值观和偏好。
更新日期:2024-03-20
中文翻译:
追踪明天:年轻人使用数字游戏方法,利用个人感知来预测心理健康的偏好和价值观。
背景技术利用个人感知来预测心理健康风险引发了人们对青少年精神病学的兴趣,为有针对性的早期干预提供了潜在的工具。目标 我们调查了英国青少年在使用数字传感信息(包括社交媒体和互联网搜索行为)方面的偏好和价值观。我们还调查了风险信息对青少年自我理解的影响。方法遵循设计生物伦理学方法,我们创建并传播了一款专门构建的数字游戏(www.tracingtomorrow.org),该游戏让玩家角色沉浸在一个虚构的场景中,在该场景中他们接受了抑郁症的风险评估。相关场景,并通过可点击的信息点支持决策。调查结果 该游戏由 7337 名 16 至 18 岁的英国青少年参与。大多数参与者愿意亲自向父母或最好的朋友传达心理健康风险信息。主要出于隐私问题,学校参与基于数字痕迹的风险预测的可接受性参差不齐。大多数参与者表示,风险信息可能会对他们的学术自我理解产生负面影响。绝大多数参与者更喜欢面对面的个人支持,而不是数字化的支持方式。结论 只有以年轻人可信、相关和可接受的方式收集、传播和采取数据,数字表型分析才能发挥支持心理健康早期干预的潜力。 临床意义 为了最大限度地减少预防性精神病学技术在现实世界应用中的道德危害风险,有必要在设计和实施过程中调查年轻人的价值观和偏好。