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Use of Technology in Brief Interventions

  • Lina Gega,
  • Michael John Saiger

摘要

Technology—in the form of computers, tablets, smartphones, virtual reality, games, robots and wearables—is a ubiquitous part of life as means of communicating, learning, having fun and receiving advice, help and support. This chapter gives a panoramic overview of evidence about the benefits, costs and limitations of using technology to deliver brief psychological interventions for children and young people. Most technology-enabled interventions are based on cognitive behavior therapy and are delivered via mobile phone apps, computer or video games, and websites. Such interventions are shown to be effective in preventing or reducing anxiety and depression in children and young people, especially when supported by a professional, peer or parent, rather than when fully automated and purely self-administered. The few available economic evaluations suggest that technology-enabled interventions offer good value for money or can save costs, compared to alternatives, such as in-person therapy and non-therapeutic controls. Despite challenges in designing fit-for-purpose technology-enabled interventions, evaluating them promptly, maintaining user adherence and ensuring equitable access, technology affords us unique opportunities to reach out to young people who may otherwise not seek or access help for psychological and emotional difficulties.