Technology And Mental Health Issues
The use of electronic and communication technologies as a therapeutic aid to healthcare practices is commonly referred to as telemedicine or eHealth. The use of such technologies as a supplement to mainstream therapies for mental disorders is an emerging mental health treatment field which, it is argued, could improve the accessibility, effectiveness and affordability of mental health care. Mental health technologies used by professionals as an adjunct to mainstream clinical practices include email, SMS, virtual reality, computer programs, blogs, social networks, the telephone, video conferencing, computer games, instant messaging and podcasts. Specific technologies Traditional methods of helping people with a mental health problem have been to use approaches such as medication, counselling, cognitive behavioral therapy (CBT), exercise and a healthy diet. New technology can also be used in conjunction with traditional methods. PC devices TED speaker Jane McGonigal's website ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Mental Health
Mental health is often mistakenly equated with the absence of mental illness. However, mental health refers to a person's overall emotional, psychological, and social well-being. It influences how individuals think, feel, and behave, and how they cope with stress, relate to others, and make choices. Mental illness, on the other hand, refers to diagnosable conditions—such as depression, anxiety disorders, or schizophrenia—that disrupt a person's thoughts, mood, behavior, or functioning. It is possible for individuals with mental illness to experience periods of good mental health, just as people without a mental illness may struggle with poor mental well-being at times.[1][2] Mental health encompasses emotional, Psychology, psychological, and social well-being, influencing cognition, perception, and behavior. Mental health plays a crucial role in an individuals daily life when managing stress, engaging with others, and contributing to life overall. According to the World Heal ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Psychosis
In psychopathology, psychosis is a condition in which a person is unable to distinguish, in their experience of life, between what is and is not real. Examples of psychotic symptoms are delusions, hallucinations, and disorganized or incoherent thoughts or speech. Psychosis is a description of a person's state or symptoms, rather than a particular mental illness, and it is not related to psychopathy (a personality construct characterized by impaired empathy and remorse, along with bold, disinhibited, and egocentric traits). Common causes of chronic (i.e. ongoing or repeating) psychosis include schizophrenia or schizoaffective disorder, bipolar disorder, and brain damage (usually as a result of alcoholism). Acute (temporary) psychosis can also be caused by severe distress, sleep deprivation, sensory deprivation, some medications, and drug use (including alcohol, cannabis, hallucinogens, and stimulants). Acute psychosis is termed primary if it results from a ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Paranoia
Paranoia is an instinct or thought process that is believed to be heavily influenced by anxiety, suspicion, or fear, often to the point of delusion and irrationality. Paranoid thinking typically includes persecutory beliefs, or beliefs of conspiracy concerning a perceived threat towards oneself (e.g., ''"Everyone is out to get me"''). Paranoia is distinct from phobias, which also involve irrational fear, but usually no blame. Making false accusations and the general distrust of other people also frequently accompany paranoia. For example, a paranoid person might believe an incident was intentional when most people would view it as an accident or coincidence. Paranoia is a central symptom of psychosis.Green, C., Freeman, D., Kuipers, E., Bebbington, P., Fowler, D., Dunn, G., & Garety, P. (2008). Measuring ideas of persecution and social reference: the Green et al. Paranoid Thought Scales (GPTS). ''Psychological Medicine, 38'', 101 – 111. Signs and symptoms A common symptom ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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EndeavorRx
EndeavorRx is a video game used to treat Attention Deficit Hyperactivity Disorder developed by Akili Interactive. It was based on a prototype game called NeuroRacer. NeuroRacer was developed by Akili Interactive and researchers at the University of San Francisco. The game runs on an engine known as the Akili Selective Stimulus Management engine. EndeavorRx was known as AKL-T01 or Project: EVO ADHD Treatment during its development. On June 15, 2020, it became the first ever video game to be cleared by the FDA. It was approved to be used as a treatment for children with ADHD with the age range of 8–12. Five studies on over 600 children were conducted to measure the effectiveness of EndeavorRx. They found "a 36% improvement in at least one objective measure of attention." The side effects found by the researchers include frustration, dizziness, headache A headache, also known as cephalalgia, is the symptom of pain in the face, head, or neck. It can occur as a migraine, tension ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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ADHD
Attention deficit hyperactivity disorder (ADHD) is a neurodevelopmental disorder characterised by symptoms of inattention, hyperactivity, impulsivity, and emotional dysregulation that are excessive and pervasive, impairing in multiple contexts, and developmentally inappropriate. ADHD symptoms arise from executive dysfunction. Impairments resulting from deficits in self-regulation such as time management, inhibition, task initiation, and sustained attention can include poor professional performance, relationship difficulties, and numerous health risks, collectively predisposing to a diminished quality of life and a reduction in life expectancy. As a consequence, the disorder costs society hundreds of billions of US dollars each year, worldwide. It is associated with other mental disorders as well as non-psychiatric disorders, which can cause additional impairment. While ADHD involves a lack of sustained attention to tasks, inhibitory deficits also can lead to diffic ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Food And Drug Administration
The United States Food and Drug Administration (FDA or US FDA) is a List of United States federal agencies, federal agency of the United States Department of Health and Human Services, Department of Health and Human Services. The FDA is responsible for protecting and promoting public health through the control and supervision of food safety, tobacco products, caffeine products, dietary supplements, Prescription drug, prescription and Over-the-counter drug, over-the-counter pharmaceutical drugs (medications), vaccines, biopharmaceuticals, blood transfusions, medical devices, electromagnetic radiation emitting devices (ERED), cosmetics, Animal feed, animal foods & feed and Veterinary medicine, veterinary products. The FDA's primary focus is enforcement of the Federal Food, Drug, and Cosmetic Act (FD&C). However, the agency also enforces other laws, notably Section 361 of the Public Health Service Act as well as associated regulations. Much of this regulatory-enforcement work is ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Real World Data
Real may refer to: Currencies * Argentine real * Brazilian real (R$) * Central American Republic real * Mexican real * Portuguese real * Spanish real * Spanish colonial real Nature and science * Reality, the state of things as they exist, rather than as they may appear or may be thought to be * Real numbers, the set of rational and irrational numbers (and opposed to imaginary numbers) * The Real, an aspect of human psychic structure Sports Africa * Real Republicans FC (Accra), Ghana * Real Republicans F.C. (Sierra Leone) Central and South America * Club Real Potosí, Bolivia * Municipal Real Mamoré, Bolivia * Associação Esportiva Real, Brazil * Real Noroeste Capixaba Futebol Clube, Brazil * C.D. Real Sociedad, Honduras * Real C.D. España, Honduras *Real Maya, Honduras *Real Club España, Mexico * Real Saltillo Soccer, Mexico * Real Sociedad de Zacatecas, Mexico *Real Estelí Baloncesto, Nicaragua * Real Estelí F.C., Nicaragua *Real Madriz, Nicaragua *Real Garcilaso, Pe ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Artificial Intelligence
Artificial intelligence (AI) is the capability of computer, computational systems to perform tasks typically associated with human intelligence, such as learning, reasoning, problem-solving, perception, and decision-making. It is a field of research in computer science that develops and studies methods and software that enable machines to machine perception, perceive their environment and use machine learning, learning and intelligence to take actions that maximize their chances of achieving defined goals. High-profile applications of AI include advanced web search engines (e.g., Google Search); recommendation systems (used by YouTube, Amazon (company), Amazon, and Netflix); virtual assistants (e.g., Google Assistant, Siri, and Amazon Alexa, Alexa); autonomous vehicles (e.g., Waymo); Generative artificial intelligence, generative and Computational creativity, creative tools (e.g., ChatGPT and AI art); and Superintelligence, superhuman play and analysis in strategy games (e.g., ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Emotional Well-being
Emotional well-being (EWB) is a field of study that focuses on the emotional aspects of human experience and is recognized as a crucial component of overall health and quality of life. It is often used interchangeably with, but is distinct from mental and psychological well-being. History The concept of EWB has roots in psychology, dating back over 150 years. Its origins can be traced to the " basic emotion" approach in psychology, often attributed to Charles Darwin. In 1998, Sarah Stewart-Brown highlighted the potential significance of EWB research: "Solutions to apparently intractable public health problems like inequalities in health and unhealthy lifestyles may therefore lie in research into emotional wellbeing. A broad range of studies is needed to test the hypothesis that emotional distress creates susceptibility to physical illness, and a further range is to research interventions which can prevent emotional distress and promote mental and social health." Emergence as a ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Chatbot
A chatbot (originally chatterbot) is a software application or web interface designed to have textual or spoken conversations. Modern chatbots are typically online and use generative artificial intelligence systems that are capable of maintaining a conversation with a user in natural language and simulating the way a human would behave as a conversational partner. Such chatbots often use deep learning and natural language processing, but simpler chatbots have existed for decades. Although chatbots have existed since the late 1960s, the field gained widespread attention in the early 2020s due to the popularity of OpenAI's ChatGPT, followed by alternatives such as Microsoft's Copilot, DeepSeek and Google's Gemini. Such examples reflect the recent practice of basing such products upon broad foundational large language models, such as GPT-4 or the Gemini language model, that get fine-tuned so as to target specific tasks or applications (i.e., simulating human conversat ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Sparx (video Game)
SPARX (Smart, Positive, Active, Realistic, X-factor thoughts) is a free online computer game intended to help young people with mild to moderate depression, stress or anxiety. Through the game, this e-therapy will teach them how to resolve their issues on their own, according to a talking psychotherapeutic approach called cognitive behavioural therapy. Before taking part in this game, a personality test is required to determine if SPARX will be suited and helpful for the future user. Game scenario Based in a 3D fantasy world, the game leads players through seven realms (each lasting between 30 and 40 minutes). At the beginning of SPARX, the user meets the Guide who explains what SPARX is and how it could help. Then the user customizes an avatar and starts to journey within the seven provinces in order to complete different quests. In the first level, gamers challenge GNATS (Gloomy Negative Automatic Thoughts). These GNATS fly towards the avatar and say negative things like, ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |