scholarly journals Case Study of Using Ruqyah Complementary Therapy on a British Muslim Patient with Cluster Headache

2021 ◽  
Vol 3 (1) ◽  
pp. 5-7
Author(s):  
Hamidi Abdul Rahman ◽  
Supyan Hussin

A case study of a male British Muslim of Pakistani descend with severe cluster headache was presented. The patient only responded to morphine treatment but his condition continued to deteriorate. He resorted to ruqyah complementary therapy, which is based on incantations of the Quran, after seeking advice with a local imam (Islamic cleric). His condition improved significantly and continued to have weekly preventative ruqyah therapy. Since resorting to ruqyah, he has not any morphine treatment and the level and duration of pain have reduced significantly. Ruqyah is popular for the treatment of jinn possession but has also been found to have therapeutic effect on non-mental health problems. The case illustrates that complementing mainstream medicine with ruqyah can bring many benefits especially within the Muslim community. Cooperation between mainstream health service and faith healers is needed.

Author(s):  
Vijay Kumar Chattu ◽  
Paula Mahon

Mental health problems affect society as a whole, and not just a small, isolated segment. In developed countries with well-organized healthcare systems, between 44% and 70% of patients with mental disorders do not receive treatment whereas in developing countries the treatment gap being close to 90%. Schizophrenia is a severe mental disorder affecting more than 21 million people worldwide. People with schizophrenia are 2-2.5 times more likely to die early than the general population. The case study highlights about agnosia in a schizophrenic patient in a primary care setting and how to address the management at a broader perspective using the appropriate antipsychotic medication and ensuring the support from a family without violating the human rights of the patient. The World Economic Forum estimated that the cumulative global impact of mental disorders in terms of lost economic output will amount to US$ 16 trillion over the next 20 years, equivalent to more than 1% of the global gross domestic product. Mental health should be a concern for all of us, rather than only for those who suffer from a mental disorder. The mental health action plan 2013-2020, endorsed by the World Health Assembly in 2013, highlights the steps required to provide appropriate services for people with mental disorders including schizophrenia. A key recommendation of the action plan is to shift services from institutions to the community. Mental health must be considered a focus of renewed investment not just in terms of human development and dignity but also in terms of social and economic development.


2020 ◽  
pp. 147447402095625
Author(s):  
Sarah Phelan ◽  
Chris Philo

This paper reconstructs a fragment of psychiatric-psychoanalytical geography, interfacing it with the ‘new walking studies’, centring on a walk conducted in 1935 by a man experiencing mental health problems in Glasgow, Scotland. This man, a patient of the psychiatrist Thomas Ferguson Rodger, had mobility problems that rendered walking difficult – prone to stumbling, staggering, wavering – but with the likelihood of these problems being psychosomatic in origin. Through analytic sessions enacting a kind of ‘make-do’ psychoanalysis, the patient reflected on his mobility problems, as when relating his own walking ‘experiment’. Explanations advanced for his difficulties mixed psychoanalytic tropes with a gathering self-awareness of how fraught childhood experiences, had created the frame for an adult existence continually shying away from wider encounters and challenges beyond the domestic sphere. Central here was forward momentum being lost, whether walking or advancing through a life-course, with material and metaphoric senses of being stalled or stuck – spatially, environmentally – constantly entraining one another. This case study is deployed to illustrate claims about the ‘worlding’ of psychoanalysis, and to offer provocations for how such a psychiatric-psychoanalytic geography fragment might be illuminated by work on the cultural geographies of walking.


1995 ◽  
Vol 9 (1) ◽  
pp. 4-10 ◽  
Author(s):  
Helen Odell-Miller

This paper describes music therapy within a community mental health setting for adults using a care programme approach in England. It describes the setting, and emphasises the importance of multidisciplinary teamwork in order to enable music therapy to be effective. It provides some statistics and descriptive clinical information which demonstrate the efficacy of music therapy for adults with long-term mental health problems, and argues that music therapy should be apriority for this client group. To support these points of view, the article includes a case study showing a psychoanalytically informed approach in music therapy. This paper was given as a keynote address at the 1994 Australian Conference of Music Therapy.


2013 ◽  
Vol 22 (2) ◽  
pp. 174-182 ◽  
Author(s):  
John Larsen ◽  
Emily Ainsworth ◽  
Clare Harrop ◽  
Sue Patterson ◽  
Sarah Hamilton ◽  
...  

10.2196/12432 ◽  
2019 ◽  
Vol 6 (4) ◽  
pp. e12432 ◽  
Author(s):  
Joseph Fordham ◽  
Christopher Ball

Background Researchers and therapists have increasingly turned to digital games for new forms of treatments and interventions for people suffering from a variety of mental health issues. Yet, the depiction of mental illness within digital games typically promotes stigmatized versions of those with mental health concerns. Recently, more games have attempted to implement more realistic and respectful depictions of mental health conditions. Objective This paper presents an exploratory analysis of a contemporary game that has the potential to change the way researchers, practitioners, and game designers approach topics of mental health within the context of gaming. Methods A case study of Hellblade: Senua's Sacrifice was conducted using frame analysis to show how key design choices for this game present the potential for new ways of approaching games and mental health. Results A case study of Hellblade’s development shows how research-informed collaborative design with mental health practitioners, scientists, and individuals with mental health problems can lead to a realistic depiction of mental illness in games. Furthermore, the use of frame analysis demonstrates how to harness narrative, mechanics, and technology to create embodied experiences of mental health, which has the potential to promote empathetic understanding. Conclusions This paper highlights an exemplary case of collaborative commercial game design for entertainment purposes in relation to mental health. Understanding the success of Hellblade's depiction of psychosis can improve serious games research and design. Further research must continue to provide deeper analysis of not only games that depict mental illness, but also the design process behind them.


2019 ◽  
Vol 24 (1) ◽  
pp. 13-16
Author(s):  
Maddi Faith ◽  
Jerome Carson

Purpose The purpose of this paper is to provide a profile of Maddi Faith. Design/methodology/approach In this single case study, Maddi gives a short background and the origins of her mental health issues and is then interviewed by Jerome. Findings Maddi tells the authors how her problems developed in her childhood and of the journey she has been on since. Research limitations/implications Single case studies provide a single perspective. Yet are they of any less value than a commentary by an academic? On the contrary, many offer unique insights into how the authors provide services for people with mental health problems, and of better ways to help them. Practical implications Maddi raises the issue of “falling between services”, with the result that the individual concerned does not receive the help they need. Social implications The persistent stigma of mental health problems is an issue that will need to be addressed for decades if it is to be overcome. Personal witness is vital in tackling this issue. Maddi has already done a lot to address this through her work at University. Originality/value The Trust the second author worked for, for many years used to have a staff “Made a Difference” award. Maddi surely deserves such an award for her own efforts to develop our understanding of the realities of mental health problems.


2018 ◽  
Author(s):  
Joseph Fordham ◽  
Christopher Ball

BACKGROUND Researchers and therapists have increasingly turned to digital games for new forms of treatments and interventions for people suffering from a variety of mental health issues. Yet, the depiction of mental illness within digital games typically promotes stigmatized versions of those with mental health concerns. Recently, more games have attempted to implement more realistic and respectful depictions of mental health conditions. OBJECTIVE This paper presents an exploratory analysis of a contemporary game that has the potential to change the way researchers, practitioners, and game designers approach topics of mental health within the context of gaming. METHODS A case study of Hellblade: Senua's Sacrifice was conducted using frame analysis to show how key design choices for this game present the potential for new ways of approaching games and mental health. RESULTS A case study of Hellblade’s development shows how research-informed collaborative design with mental health practitioners, scientists, and individuals with mental health problems can lead to a realistic depiction of mental illness in games. Furthermore, the use of frame analysis demonstrates how to harness narrative, mechanics, and technology to create embodied experiences of mental health, which has the potential to promote empathetic understanding. CONCLUSIONS This paper highlights an exemplary case of collaborative commercial game design for entertainment purposes in relation to mental health. Understanding the success of Hellblade's depiction of psychosis can improve serious games research and design. Further research must continue to provide deeper analysis of not only games that depict mental illness, but also the design process behind them.


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