Task 3.1: Integrated computer games and mobile apps to support structured delivery of mindfulness-based CBT in Schools.

ESR9, Host: UCD, Partners: NEPS [Secondment 6 months]
ESR9 will extend the use of computer games to support widespread access to structured, evidence-based mental health interventions in school settings, delivered by school councillors or educational psychologists. ESR9 will first undertake a review of the delivery of mental health services in school settings and shadow educational psychologists during their daily activities, including regular visits to schools, thereby gaining a deeper understanding of the needs of all stakeholders. Building on this understanding ESR9 will develop preliminary guidelines for the design of technology-enabled mental health for school children. ESR9 will design and develop a new, integrated therapeutic game and mobile app. It is envisioned that the game will be used to support face-to-face meetings/engagement between young people and healthcare supporters, with the mobile app used by young people between meetings to support learning transfer and therapeutic activities. Both the mobile app and game will emphasis and support mindfulness-based techniques to complement Cognitive Behavioural techniques. Stakeholders who participated in previous  activities will act as co-designers in this process (e.g. teachers, NEPS psychologists), which will follow an iterative, prototype driven, and user-centred design methodology.  ESR9 will a conduct pilot study of the new computer game and mobile app – e.g. a small-scale randomised study with approximately 20-30 young people receiving the new intervention.

Task 3.2: Accessible technology-enabled interventions to reduce auto-aggressive behaviours in youth.

ESR10, Host: MUW, Partners: TUW [Ongoing], AF [Secondment 6 months]
ESR10 will build on the findings from a large-scale study currently identifying risk and resilience factors. ESR10 will conduct a systematic literature review on risk factors associated with auto-aggressive behaviours and will examine the potential of digital technology to extend the delivery of existing intervention programs. ESR10 will research and understand resilience strategies with a view to developing an early intervention program targeting at risk adolescents, but also supporting parental (mother or father) and caregiver involvement. ESR10 will translate this program into a proof-of-concept digital program to reduce auto-aggressive behaviour. Finally, ESR10 will evaluate the intervention in schools and community organisations providing support young people.

Task 3.3; Adaptable games and gamification toolkit to support YMH interventions.

ESR 11, Host: UCD, Partners: SAN [Secondment 3 months], OG [Secondment 3 months]
ESR11 will develop a games and gamification toolkit that can be adapted to support a wide range of interventions
across distinctive social, gender and cultural backgrounds. Technically, it will integrate desktop, augmented reality, online and mobile gaming. Clinically, it will be adaptable to a range of theoretical intervention models (e.g. CBT, Solution Focused, Mindfulness-based or Narrative therapies) and disorders (e.g. anxiety, depression, obsessive compulsive disorder, psychological trauma). ESR 11 will conduct a systematic literature review and interviews with up to 30 mental health professionals who have previously used computer games will give ESR11 a detailed understanding of the mechanisms by which computer games and technology can improve clinical interventions. ESR11 will interact with YMH service providers from a wide range of theoretical backgrounds and addressing diverse clinical conditions. They will interview additional therapists. Building on these findings ESR11 will develop preliminary guidelines for the design of adaptable computer games to support YMH services. ESR11 will gain firsthand industrial experience in games development.  Clinicians who participated in previous stages of this IRP will act as codesigners in this process, which will follow an iterative user-centred design methodology. ESR11 will conduct a pilot evaluation of games developed with the new adaptable platform. Clinics and clinicians who participated in earlier stages will again participate in this evaluation, but we will also recruit new independent clinicians/clinics who did not participate in the design processes.

Task 3.4: Adaptive, context-aware Cognitive Behavioural Therapy for youth mental health.

ESR12, Host: DTU, Partners: RHP [on-going] SAN [3 months], UCD [3 months]
This project will provide an integrated monitoring and treatment platform for context-aware cognitive behaviour therapy (CBT) for young people, with an initial focus on unipolar and bipolar depression. Ultimately, this will allow for early detection and diagnosis of mental health problems in young people and for early intervention and treatment based on a non-stigmatising smartphone platform. ESR12 will work closely with clinicians accessing clinical knowledge on CBT and further understanding the requirements of youth psychiatry. ESR12 will iteratively design and develop a context-aware CBT platform for YMH and apply participatory design methods, working in close collaboration with clinicians and young users. ESR12 will verify and improve the design in an international, clinical context. Finally ESR12 will carry out a Clinical Proof-of-Concept (i.e. a non-randomized pilot test) of the platform with 20 users (age 16-25) in collaboration with ESR2 and clinicians.

Our Network Partners

  • University College Dublin
  • Anna Freud National Centre for Children and Families
  • Denmark Technical University
  • Region H Psychiatry
  • Telefonica Alpha
  • ReachOut Ireland
  • Technical University Vienna
  • Medical University Vienna
  • University of Glasgow