Multipurpose Mobile Apps for Mental Health in Chinese App Stores: Content Analysis and Quality Evaluation (Preprint)

2021 ◽  
Author(s):  
Xiaoqian Wu ◽  
Lin Xu ◽  
PengFei Li ◽  
TingTing Tang ◽  
Cheng Huang

BACKGROUND Mental disorders impose varying degrees of burden on patients and their surroundings. However, people are reluctant to take the initiative to seek mental health services because of the uneven distribution of resources and stigmatization. Thus, mobile apps are considered an effective way to eliminate these obstacles and improve mental health awareness. OBJECTIVE This study aimed to evaluate the quality, function, privacy measures, and evidence-based and professional background of multipurpose mental health apps in Chinese commercial app stores. METHODS A systematic search was conducted on iOS and Android platforms in China to identify multipurpose mental health apps. Two independent reviewers evaluated the identified mobile apps using Mobile App Rating Scale (MARS). Each app was downloaded, and the general characteristics, privacy and security measures, development background, and functional characteristics of each app were evaluated. RESULTS A total of 40 apps were analyzed, of which 35 apps (87.5%) were developed by companies and 33 apps (82.5%) provided links to access the privacy policy; 52.5% did not mention the involvement of relevant professionals or the guidance of scientific basis in the app development process. The main built-in functions of these apps include psychological education (38/40, 95%), self-assessment (34/40, 85%), and counseling (33/40, 83%). The overall quality average MARS score of the 40 apps was 3.53 (standard deviation 0.39), and the total score was between 2.96 and 4.30. The total score of MARS was significantly positively correlated with the scores of each subscale (r = 0.62–0.88; P <.001). However, the user score of the app market was not significantly correlated with the total score of MARS (r = 0.23; P =.19). CONCLUSIONS The quality of multipurpose mental health apps in China’s main app market is generally good and provides various functional combinations. However, health professionals are less involved in the development of these apps, and the privacy protection policy of the apps also needs to be described in more detail. This study provides a reference for the development of multipurpose mental health apps.

2019 ◽  
Vol 4 ◽  
Author(s):  
Nick Noguez And Michael Gonzalez

  Despite the ubiquity of smartphone ownership and the increasing integration of social engagement features in smoking cessation apps to engage users, thesocial engagement features that exist in current smoking cessation apps and how effective these social features are in engaging users remain unclear. To fill the gap in the literature, a content analysis of free and paid smoking cessation mobile apps isconducted to examine a) the presence of socialengagement features(e.g., social support, social announcement, social referencing) and non-social engagement features (e.g., personal environmental changes, goal setting), and b) their relationship with user ratingsand engagement scores (e.g., Mobile App rating scale [MARS]). The findings will not only extend the mobile health apps engagement typology,but also inform smoking cessation mobile apps design.


JMIR Aging ◽  
10.2196/23313 ◽  
2021 ◽  
Vol 4 (1) ◽  
pp. e23313
Author(s):  
Alexandra A Portenhauser ◽  
Yannik Terhorst ◽  
Dana Schultchen ◽  
Lasse B Sander ◽  
Michael D Denkinger ◽  
...  

Background Through the increasingly aging population, the health care system is confronted with various challenges such as expanding health care costs. To manage these challenges, mobile apps may represent a cost-effective and low-threshold approach to support older adults. Objective This systematic review aimed to evaluate the quality, characteristics, as well as privacy and security measures of mobile apps for older adults in the European commercial app stores. Methods In the European Google Play and App Store, a web crawler systematically searched for mobile apps for older adults. The identified mobile apps were evaluated by two independent reviewers using the German version of the Mobile Application Rating Scale. A correlation between the user star rating and overall rating was calculated. An exploratory regression analysis was conducted to determine whether the obligation to pay fees predicted overall quality. Results In total, 83 of 1217 identified mobile apps were included in the analysis. Generally, the mobile apps for older adults were of moderate quality (mean 3.22 [SD 0.68]). Four mobile apps (5%) were evidence-based; 49% (41/83) had no security measures. The user star rating correlated significantly positively with the overall rating (r=.30, P=.01). Obligation to pay fees could not predict overall quality. Conclusions There is an extensive quality range within mobile apps for older adults, indicating deficits in terms of information quality, data protection, and security precautions, as well as a lack of evidence-based approaches. Central databases are needed to identify high-quality mobile apps.


2020 ◽  
Author(s):  
Alexandra A Portenhauser ◽  
Yannik Terhorst ◽  
Dana Schultchen ◽  
Lasse B Sander ◽  
Michael D Denkinger ◽  
...  

BACKGROUND Through the increasingly aging population, the health care system is confronted with various challenges such as expanding health care costs. To manage these challenges, mobile apps may represent a cost-effective and low-threshold approach to support older adults. OBJECTIVE This systematic review aimed to evaluate the quality, characteristics, as well as privacy and security measures of mobile apps for older adults in the European commercial app stores. METHODS In the European Google Play and App Store, a web crawler systematically searched for mobile apps for older adults. The identified mobile apps were evaluated by two independent reviewers using the German version of the Mobile Application Rating Scale. A correlation between the user star rating and overall rating was calculated. An exploratory regression analysis was conducted to determine whether the obligation to pay fees predicted overall quality. RESULTS In total, 83 of 1217 identified mobile apps were included in the analysis. Generally, the mobile apps for older adults were of moderate quality (mean 3.22 [SD 0.68]). Four mobile apps (5%) were evidence-based; 49% (41/83) had no security measures. The user star rating correlated significantly positively with the overall rating (<i>r</i>=.30, <i>P</i>=.01). Obligation to pay fees could not predict overall quality. CONCLUSIONS There is an extensive quality range within mobile apps for older adults, indicating deficits in terms of information quality, data protection, and security precautions, as well as a lack of evidence-based approaches. Central databases are needed to identify high-quality mobile apps.


2020 ◽  
Vol 45 ◽  
Author(s):  
Kelly Ridley ◽  
Amy Wiltshire ◽  
Mathew Coleman

With the increase in availability of gambling applications (apps) for mobile phones, it has never been easier for individuals to access gaming systems. A proportion of these users will be affected by gambling disorder (GD). Traditional therapies for GD can be geographically and financially difficult to access. Mobile health apps can be useful for other addictions and provide another avenue of treatment for GD. Our objective in this study was to review the features, models of treatment, and aims of apps marketed to assist people in addressing their gambling. We searched the three largest app stores in Australia and performed a descriptive analysis based on the Mobile App Rating Scale of the apps purporting to be of assistance in managing GD or problem gambling. The number of apps available for addressing GD in Australia was vastly outnumbered by the number of apps for gambling or gaming. Apps that met the inclusion criteria most often aimed at total cessation of gambling, but did not use a recognizable therapeutic model. A majority of apps featured a single tool, most often a sober time tracker. Few of the apps were affiliated with existing services, and those that were tended to have a broader range of features and tools. Mobile apps present another way for individuals who are struggling with GD or problem gambling to access treatment. For apps to be effective, more attention needs to be paid to their design in order for them to be both useful and noticeable in the milieu of more invitingly designed apps that promote gambling.RésuméÉtant donné le nombre grandissant d’applications de jeux de hasard pour téléphone mobile, il n’a jamais été aussi facile d’accéder à des systèmes de jeu. Un certain nombre des utilisateurs de ces appareils développeront une dépendance au jeu (DJ). Les thérapies conventionnelles en matière de DJ peuvent être difficiles d’accès en raison de la distance géographique et de leur coût. Les applications mobiles dédiées à la santé, parfois pour traiter d’autres formes de dépendance, pourraient offrir des possibilités de traitement du jeu pathologique. Nous avons analysé les caractéristiques, les modèles de traitement et les objectifs des applications qui prétendent aider les individus à dominer leur DP. Nous avons fouillé les trois principales boutiques d’applications d’Australie à la recherche de tels produits, puis les avons soumis à une analyse descriptive fondée sur un Mobile App Rating Scale [échelle d’évaluation des applications mobiles]. Le nombre d’applications destinées au contrôle de la DJ est largement inférieur à celui des produits dédiés à la pratique des jeux de hasard et des jeux vidéo. Les applications retenues visent pour la plupart l’abandon définitif du jeu, sans reposer sur un modèle thérapeutique reconnaissable. La majorité comporte un seul et unique outil, soit un dispositif de minutage du temps passé sans jouer. Quelques-unes sont jumelées à des services existants; elles tendent à offrir un éventail plus grand de caractéristiques et d’outils. Les applications mobiles offrent aux personnes aux prises avec une dépendance au jeu une autre voie d’accès au traitement. Pour améliorer leur efficacité, toutefois, il faudra accorder une plus grande attention à leur conception et faire en sorte qu’elles se démarquent nettement des applications autrement plus attrayantes qui font la promotion du jeu.


Author(s):  
Matthias Domhardt ◽  
Eva-Maria Messner ◽  
Anna-Sophia Eder ◽  
Sophie Engler ◽  
Lasse B. Sander ◽  
...  

Abstract Background The access to empirically-supported treatments for common mental disorders in children and adolescents is often limited. Mental health apps might extend service supplies, as they are deemed to be cost-efficient, scalable and appealing for youth. However, little is known about the quality of available apps. Therefore, we aimed to systematically evaluate current mobile-based interventions for pediatric anxiety, depression and posttraumatic stress disorder (PTSD). Methods Systematic searches were conducted in Google Play Store and Apple App Store to identify relevant apps. To be eligible for inclusion, apps needed to be: (1) designed to target either anxiety, depression or PTSD in youth (0–18 years); (2) developed for children, adolescents or caregivers; (3) provided in English or German; (4) operative after download. The quality of eligible apps was assessed with two standardized rating systems (i.e., Mobile App Rating Scale (MARS) and ENLIGHT) independently by two reviewers. Results Overall, the searches revealed 3806 apps, with 15 mental health apps (0.39%) fulfilling our inclusion criteria. The mean overall scores suggested a moderate app quality (MARS: M = 3.59, SD = 0.50; ENLIGHT: M = 3.22, SD = 0.73). Moreover, only one app was evaluated in an RCT. The correlation of both rating scales was high (r = .936; p < .001), whereas no significant correlations were found between rating scales and user ratings (p > .05). Conclusions Our results point to a rather poor overall app quality, and indicate an absence of scientific-driven development and lack of methodologically sound evaluation of apps. Thus, future high-quality research is required, both in terms of theoretically informed intervention development and assessment of mental health apps in RCTs. Furthermore, institutionalized best-practices that provide central information on different aspects of apps (e.g., effectiveness, safety, and data security) for patients, caregivers, stakeholders and mental health professionals are urgently needed.


2021 ◽  
Author(s):  
Benjamin T Kaveladze ◽  
Akash R Wasil ◽  
John B Bunyi ◽  
Veronica Ramirez ◽  
Stephen M Schueller

BACKGROUND User experience and engagement are critical to mental health apps’ abilities to support users. However, limited work has examined the relationship between user experience, engagement, and app popularity. Given that apps vary immensely in their popularity, understanding why some mental health apps are more appealing or engaging to users can inform efforts to develop better apps. OBJECTIVE We aimed to examine relationships between user experience, engagement, and popularity. To do so, we examined links between subjective measures of user experience and objective measures of app popularity and engagement. METHODS We conducted a pre-registered secondary data analysis in a sample of 56 mental health apps. To measure user experience, we used expert ratings on the Mobile App Rating Scale (MARS) and consumer ratings from the Apple app store and Google Play app store. To measure engagement, we acquired estimates of measures of monthly active users (MAU) and user retention. To measure app popularity, we used download count, total app revenue, and MAU again. RESULTS MARS total score was significantly and positively correlated with app-level revenue (T=0.30, P=.002), MAU (T= 0.39, P<.001), and downloads (T=0.41, P<.001). However, neither the MARS total score nor any of its subscales (Engagement, Functionality, Aesthetics, nor Information) were significantly correlated with user retention 1, 7, or 30 days after downloading. Also, MARS total score was not significantly correlated with app store rating. CONCLUSIONS Popular mental health apps receive better ratings of user experience than less popular ones. However, user experience (as operationalized by the MARS) does not predict sustained engagement with mental health apps. Collaboration between industry and academic teams may better advance a science of engagement and help to make mental health apps more effective and appealing.


Author(s):  
Fatemeh Khademian ◽  
Azam Aslani ◽  
Peivand Bastani

Abstract Objectives Despite a large number of mobile apps in the field of mental health, it is difficult to find a useful and reliable one, mainly due to the fact that the effectiveness of many apps has not been assessed scientifically. The present study aimed to assess the effects of mental health apps on managing the symptoms of stress, anxiety, and depression. Methods A comprehensive literature search was conducted in PubMed, Scopus, EMBASE, Cochrane, and Web of Science databases for the papers published from 2000 to 2019. Studies were included if they reviewed articles or mobile apps for their effectiveness in stress, anxiety, and depression. The reviews that had considered mobile apps or web-based mobile applications as an intervention or part of intervention were included, as well. Results A total of 4,999 peer-reviewed articles were identified, out of which nine systematic reviews met the inclusion criteria. Seven systematic reviews measured depression outcomes, three measured stress, and five systematic reviews measured anxiety symptoms. The applications that used behavior change strategies, such as Cognitive Behavioral Therapy, Acceptance and Commitment Therapy, and Behavioral Activation, reported significant effects on depression, anxiety, and stress. Conclusion It seems that mental health apps can be promising media for reducing depressive symptoms. This field is an emerging area of mobile health, and further research should be done in future in order to reach conclusive evidence.


2022 ◽  
Author(s):  
Beth K Jaworski ◽  
Katherine Taylor ◽  
Kelly M Ramsey ◽  
Adrienne J Heinz ◽  
Sarah Steinmetz ◽  
...  

BACKGROUND Although the pandemic has not led to a uniform increase of mental health concerns among older adults, there is evidence to suggest that some older veterans did experience an exacerbation of pre-existing mental health conditions, and that mental health difficulties were associated with a lack of social support and increasing numbers of pandemic-related stressors. Mobile mental health apps are scalable, may be a helpful resource for managing stress during the pandemic and beyond, and could potentially provide services that are not accessible due to the pandemic. However, overall comfort with mobile devices and factors influencing the uptake and usage of mobile apps during the pandemic among older veterans are not well known. COVID Coach is a free, evidence-informed mobile app designed for pandemic-related stress. Public usage data have been evaluated, but its uptake and usage among older veterans has not been explored. OBJECTIVE The purpose of the current study was to characterize smartphone ownership rates among U.S. veterans, identify veteran characteristics associated with downloading and use of COVID Coach, and characterize key content usage within the app. METHODS Data were analyzed from the 2019-2020 National Health and Resilience in Veterans Study (NHRVS), which surveyed a nationally representative, prospective cohort of 3,078 U.S. military veterans before and one year into the pandemic. The NHRVS sample was drawn from KnowledgePanel®, a research panel of more than 50,000 households maintained by Ipsos, Inc. Median time to complete the survey was nearly 32 minutes. The research version of COVID Coach was offered to all veterans who completed the peri-pandemic follow-up assessment on a mobile device (n = 814; weighted 34.2% of total sample). App usage data from all respondents who downloaded the app (n = 34; weighted 3.3% of the mobile completers sample) were collected between November 14, 2020 and November 7, 2021. RESULTS We found that most U.S. veterans own smartphones and veterans with higher education, greater number of adverse childhood experiences, higher extraversion, and greater severity of pandemic-related PTSD symptoms were more likely to download COVID Coach. Although uptake and usage of COVID Coach was relatively low (3.3% of eligible participants, n = 34), 50% of the participants returned to the app for more than one day of use. The interactive tools for managing stress were used most frequently. CONCLUSIONS Although the coronavirus pandemic has increased the need for and creation of digital mental health tools, these resources may require tailoring for older veteran populations. Future research is needed to better understand how to optimize digital mental health tools, such as apps, to ensure uptake and usage among older adults, particularly those who have experienced traumas across the lifespan.


2021 ◽  
Author(s):  
Bettina Moltrecht ◽  
Praveetha Patalay ◽  
Holly Alice Bear ◽  
Jessica Deighton ◽  
Julian Edbrooke-Childs

BACKGROUND Digital interventions, including mobile apps represent promising means to provide effective mental health support to young people. Despite the increased availability of mental health apps, there is a significant gap for this age group, especially for younger children. Research investigating the effectiveness and development process of child mental health apps is limited, and the field faces persistent issues in relation to low user up-take and engagement, which is assumed to be a result of lacking interdisciplinary approaches. OBJECTIVE We present the development and design process of a new mental health app for children that targets their emotion regulation abilities. We describe the creation of a new interdisciplinary development framework, to guide the design process, and explain how each activity informed different app features. METHODS The first two stages of the framework employed a variety of methods, including: 1) classroom observations, 2) public-engagement events with the target group (N=21), 3) synthesis of the existing evidence as part of a meta-analysis, 4) a series of co-design and participatory workshops with young users (N=33), clinicians (N=7), researchers (N=12), app developers (N=1) , designers (N=2), and lastly 5) testing of the first high-tech prototype (N=15). RESULTS For the interdisciplinary framework we drew on methods derived from the medical research council framework for complex interventions, the patient-clinician-framework and Druin’s cooperative inquiry. The classroom observations, public-engagement events, and synthesis of the existing evidence informed the first key pillars of the app and wireframes. Subsequently, a series of workshops shaped and reshaped the content and app features, including games, psychoeducational films, and practice modules. Based on the prototype testing sessions we made further adjustments to improve the app. CONCLUSIONS Although mobile apps could be highly suitable to support young people’s mental health on a wider scale, there is little guidance on how these interventions could be designed. The involvement of the different methods and especially the young users was very valuable. We hope that the interdisciplinary framework and multiple methods that we applied will be helpful to others who are also aiming to develop suitable apps for young people.


2021 ◽  
Author(s):  
Paul M. Garrett ◽  
Yuwen Wang ◽  
Joshua P. White ◽  
Yoshihisa Kashima ◽  
Simon Dennis ◽  
...  

BACKGROUND Governments worldwide have introduced COVID-19 tracing technologies. Taiwan, a world leader in controlling the virus’ spread, has introduced the Taiwan ‘Social Distancing App’ to facilitate COVID-19 contact tracing. However, for these technologies to be effective, they must be accepted and used by the public. OBJECTIVE Our study aimed to determine public acceptance for three hypothetical tracing technologies: a centralized Government App, a decentralized Bluetooth App (e.g., Taiwan’s Social Distancing App), and a Telecommunication tracing technology; and model what factors contributed to their acceptance. METHODS Four nationally representative surveys were conducted in April 2020 sampling 6,000 Taiwanese residents. Perceptions and impacts of COVID-19, government effectiveness, worldviews, and attitudes towards and acceptance of one-of-three hypothetical tracing technologies were assessed. RESULTS Technology acceptance was high across all hypothetical technologies (67% - 73%) and improved with additional privacy measures (82% - 88%). Bayesian modelling (using 95% highest density credible intervals) showed data sensitivity and perceived poor COVID-19 policy compliance inhibited technology acceptance. By contrast, technology benefits (e.g., returning to activities, reducing virus spread, lowering the likelihood of infection), higher education, and perceived technology privacy, security, and trust, were all contributing factors to overall acceptance. Bayesian ordinal probit models revealed higher COVID-19 concern for other people than for one’s self. CONCLUSIONS Taiwan is currently using a range of technologies to minimize the spread of COVID-19 as the country returns to normal economic and social activities. We observed high acceptance for COVID-19 tracing technologies among the Taiwanese public, a promising and necessary finding for the successful introduction of Taiwan’s new ‘Social Distancing App’. Policy makers may capitalize on this acceptance by focusing attention towards the App’s benefits, privacy and security measures, making the App’s privacy measures transparent to the public, and emphasizing App uptake and compliance among the public. CLINICALTRIAL Not applicable.


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