Innovative Technology-Based Interventions to Reduce Stigma Toward People With Mental Illness: A Systematic Review and Meta-Analysis (Preprint)

2021 ◽  
Author(s):  
Matías E. Rodríguez-Rivas ◽  
Adolfo J. Cangas ◽  
Laura A. Cariola ◽  
Jorge J. Varela ◽  
Sara Valdebenito

BACKGROUND Stigma towards people with mental illness presents serious consequences for the affected individuals, such as social exclusion and increased difficulties in the recovery process. Recently, several interventions have been developed to mitigate public stigma, based on the use of innovative technologies, such as virtual reality and video games. OBJECTIVE To systematically review, synthesize, measure, and critically discuss experimental studies that measure the effect of technological interventions and on stigmatization levels. METHODS This systematic review and meta-analysis was based on PRISMA guidelines, and included studies in English and Spanish published during the years 2016 and 2021. Searches were run in five different databases (i.e., Pubmed, PsycInfo, Scopus, Cochrane Library, and Science Direct). Only randomized controlled trials were included. Two independent reviewers determined the eligibility, extracted data, and rated methodological quality of the studies. Meta-analyses were performed using the Comprehensive Meta-Analysis software. RESULTS Based on the 1,158 articles screened, 72 articles were evaluated as full text, of which 9 articles were included in the qualitative and quantitative synthesis. A diversity of interventions was observed, including video games, audiovisual simulation of hallucinations, virtual reality, and electronic contact with mental health services users. The meta-analysis (n= 1,832 participants) demonstrated that these interventions had a consistent medium effect on reducing the level of public stigma (d=–0.64 95% CI 0.31-0.96; P<.001). CONCLUSIONS Innovative interventions involving the use of technologies are an effective tool in stigma reduction, therefore new challenges are proposed and discussed for the demonstration of their adaptability to different contexts and countries, thus leading to their massification.

2021 ◽  
Vol 10 (1) ◽  
Author(s):  
Zeinab Javadivala ◽  
Hamid Allahverdipour ◽  
Mohammad Asghari Jafarabadi ◽  
Somaye Azimi ◽  
Neda Gilani ◽  
...  

Abstract Background The aspects of marriage and relationship and their effect on couples’ satisfaction are essential and critical aspects to be explored in this globalized and contemporary world. Since there are no reported meta-analysis and systematic reviews conducted in the last two decades in this area, we aimed to investigate the effect of marriage and relationship programs (MRP) on couples’ relationship satisfaction (CRS) and couples’ relationship communication (CRC) and also to determine the gender differences if any. Method In this systematic review and meta-analysis, the randomized clinical trials (RCTs) published between 2000 and July 26, 2019, were retrieved from several online electronic databases such as Medline, Embase, ProQuest, and Cochrane Library. Inclusion and exclusion criteria were developed using the PICO (Population, Intervention, Comparison, Outcome) framework of PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses). The mean differences (MDs) and 95% confidence intervals (CIs) were calculated. The reported summary statistics were calculated as random effects models based on the heterogeneity between the studies model. Funnel plots and the Egger regression test was used to confirm the presence of any publication bias. Results Of the total 12 intervention studies included, five (5) are education/communication skills programs, three (3) enrichment programs, and four (4) therapy programs. The impact of these programs was investigated on CRS and CRC. Therapy programs had a larger effect than other programs (pooled MD: 0.53 (95% CI = 0.35 to 0.71, I2 = 71.5% p = 0.0001) and had a larger effect size on wives (pooled MD: 0.53 (95% CI 0.25 to 0.80, I2 = 74.1% p = 0.0001) than husbands RS (pooled MD: 0.26 (95% CI 0.25 to 0.76, I2 = 72.4% p = 0.0001). In RC (relationship communication) area, the Enhancement programs showed the small to large effect on CRC (pooled MD: 1.31 (95% CI = 0.13 to 2.50, I2 = 94.7% p = 0.0001)) and educational programs showed small to medium effect (pooled MD: 0.32 (95% CI = 0.13 to 0.50, I2 = 74.5% p = 0.0001) on women and no effect on men. Conclusion Due to the high effect of the therapy programs on CRS and enhancement program on CRC in the current meta-analysis, the priority of their utilizations in interventions, especially by psychologists and mental health professionals, should be emphasized. Therefore, mental health planning in communities to develop MRP and care for couples’ health should be given special attention to men’s health. Due to the high heterogeneity of the results and with scanty literature in this specific domain, we are uncertain about their actual effect. However, well-designed RCTs with a larger sample size would be beneficial in closely examining the effect of MRPs on CRS and CRC.


Electronics ◽  
2021 ◽  
Vol 10 (9) ◽  
pp. 1003
Author(s):  
Wenjing Wang ◽  
Sharon Sui-lam Wong ◽  
Frank Ho-yin Lai

As a popular method, virtual reality (VR) is still controversial in its effect on the balance function of patients with Parkinson’s disease. This systematic review aims to discuss such effects of VR and to compare it with that resulting from traditional therapies. A comprehensive search was conducted for randomized controlled trials published from 2000 to 2020 through the following databases: PubMed, Web of Science, CINAHL, Embase, Cochrane Library. Fifteen articles were included for the systematic review. An evaluation on their methodological qualities was performed using the PEDro scale, followed by an assessment of their risk of biases in accordance with the Cochrane Handbook for Systematic Reviews of Interventions for quality assessment. In terms of dynamic balance, the BBS score of the VR group was significantly improved when compared with the control group (SMD = 0.52, 95% CI = 0.31–0.73). However, no significant difference was observed between the two groups on TUG (SMD = −0.26; 95% CI = −0.62–0.1; p = 0.16). Besides, the VR group also showed better results in improving patients’ static balance, balance confidence, and quality of life. A funnel plot was created to investigate the effects of each study included in the meta-analysis in order to identify any existing publication bias. This systematic review shows that the application of VR leads to more significant improvement in the balance of patients with Parkinson’s disease than having them perform traditional exercises. It can be used as an auxiliary method of rehabilitation.


2021 ◽  
Vol 65 ◽  
pp. 102351
Author(s):  
Robel Hussen Kabthymer ◽  
Solomon Nega Techane ◽  
Solomon Hailemariam ◽  
Yibeltal Alemu Bekele ◽  
Birhanie Mekuriaw

2021 ◽  
Vol 2 ◽  
Author(s):  
Emil Rosenlund Høeg ◽  
Tina Myung Povlsen ◽  
Jon Ram Bruun-Pedersen ◽  
Belinda Lange ◽  
Niels Christian Nilsson ◽  
...  

Background: As the elderly population continues to grow, so does the demand for new and innovative solutions to tackle age-related chronic diseases and disabilities. Virtual Reality (VR) has been explored as a novel therapeutic tool for numerous health-related applications. Although findings frequently favors VR, methodological shortcomings prevent clinical recommendations. Moreover, the term “VR” is frequently used ambiguously to describe e.g., video games; the distinction remains vague between immersive VR (IVR) systems and non-immersive VR (NVR). With no distinct demarcation, results of outcome measures are often pooled in meta-analyses, without accounting for the immersiveness of the system.Objective: This systematic review focused on virtual reality-based rehabilitation of older adults (+60) in motor rehabilitation programs. The review aims to retrospectively classify previous studies according to the level of immersion, in order to get an overview of the ambiguity-phenomenon, and to utilize meta-analyses and subgroup analyses to evaluate the comparative efficacy of system immersion in VR-based rehabilitation.Methods: Following PRISMA guidelines, we conducted a systematic search for randomized controlled trials, describing virtual rehabilitation or video games interventions for older adults (+60). Main outcomes were pain, motivation, mobility, balance, and adverse events.Results: We identified 15 studies which included 743 patients. Only three studies utilized IVR. The rest used various NVR-equipment ranging from commercial products (e.g., Nintendo Wii), to bespoke systems that combine tracking devices, software, and displays. A random effects meta-analysis of 10 studies analyzed outcome measures of mobility, balance, and pain. Protocols and dosage varied widely, but outcome results were in favor of immersive and non-immersive interventions, however, dropout rates and adverse events were mostly in favor of the control.Conclusions: We initialize a call-for-action, to distinguish between types of VR-technology and propose a taxonomy of virtual rehabilitation systems based on our findings. Most interventions use NVR-systems, which have demonstrably lower cybersickness-symptoms than IVR-systems. Therefore, adverse events may be under-reported in RCT-studies. An increased demand for IVR-systems highlight this challenge. Care should be given, when applying the results of existing NVR tools to new IVR-technologies. Future studies should provide more detail about their interventions, and future reviews should differentiate between NVR and IVR.


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