USING MOBILE DEVICES AS A MEANS FOR SELF TREATMENT OF DEPRESSION AND ANXIETY IN YOUNG PEOPLE BITDM HONOURS SCOTT CABOT SUPERVISOR BRETT WILKINSON.

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USING MOBILE DEVICES AS A MEANS FOR SELF TREATMENT OF DEPRESSION AND ANXIETY IN YOUNG PEOPLE BITDM HONOURS SCOTT CABOT SUPERVISOR BRETT WILKINSON

SUMMARY Project Recap Timeline Changes Initial Research Application Development Results

RECAP - WHY RESEARCH DEPRESSION AND ANXIETY? According to Youth Beyond Blue [1] 1 in 16 young Australians is currently experiencing depression. 1 in 6 young Australians is currently experiencing an anxiety condition. This means 6.3% of Australians aged 16 to 24 have experienced an affective disorder in the last 12 months. This is equivalent to approx. 180,000 young people today. 15.4% of Australians aged 16 to 24 have experienced an anxiety disorder in the last 12 months. This is equivalent to approx. 440,000 young people today. Half of all lifetime cases of mental health disorders start by age 14 years and three fourths by age 24 years.

RECAP - RESEARCH TOPIC By digitizing current mental health practices mobile based applications will provide a useful resource for self-treatment of depression and anxiety in young people. Previous academic research has focused on interventions in a lab style setting with desktop computer hardware. Aim is to test whether previous research results in the field are replicated when the participant chooses to use self-treatment outside of a clinical setting. Does mobilization of existing strategies make them any more or less effective?

TIMELINE - PROJECT DEVIATION Survey professionals in the treatment of depression and anxiety Deploy simple application to ASUS Nexus Android tablet with a mini game focusing on each of the ACT subsets [2]. Log user feedback in the form of simple in-game surveys taken before and after each play session. Potentially expand the study to a combination clinical / non clinical study and measure heart rates of participants during play sessions. Target location high school setting in student counselling areas.

TIMELINE – PROPOSED VS ACTUAL

INITIAL RESEARCH – SURVEY OF PROFESSIONALS Survey to validate literature review readings including: Digital Australia Report 2016 [3] A VR-Based Serious Game for Studying Emotional Regulation in Adolescents [4] Mobile identity: Youth, identity, and mobile communication media [5] Reach Out Central: a serious game designed to engage young men to improve mental health and wellbeing. [6]

INITIAL RESEARCH – SURVEY OF PROFESSIONALS Gender Split Over All Ages: 28.2% Male 71.8% Female

INITIAL RESEARCH – SURVEY OF PROFESSIONALS

APPLICATION DEVELOPMENT - WIREFRAME

APPLICATION DEVELOPMENT - DEMO VIDEO REMOVED DUE TO FILE SIZE LIMITATIONS

APPLICATION DEVELOPMENT – DATA LOGGING Session No.GenderAgeGame PlayedStart Date / TimeInitial MoodEnd MoodEnd Date / Time 0Male16DrawingGame09/20/ :42:231509/20/ :42:33 0Male16AvatarMeditation09/20/ :42:351509/20/ :44:43 1Female5CameraGame09/20/ :44:491309/20/ :47:31 Time StampEvent TypeData 0.97Gyro Rotation( ) 1.97Gyro Rotation( ) 2.98Gyro Rotation( ) 3.99Gyro Rotation( ) 4.99Gyro Rotation( ) 6Gyro Rotation( ) 6.39Input EventFinger ID0Start Time3.49End Time6.39Duration2.9Start Position( )End Position( )Input TypeHold 7Gyro Rotation( ) 8.01Gyro Rotation( ) 9.01Gyro Rotation( ) 10.02Gyro Rotation( ) 11.03Gyro Rotation( ) 12.03Gyro Rotation( ) 12.27Input EventFinger ID0Start Time9.34End Time12.27Duration2.93Start Position( )End Position( )Input TypeHold 13.04Gyro Rotation( ) 14.04Gyro Rotation( ) 15.05Gyro Rotation( ) 16.06Gyro Rotation( ) 17.06Gyro Rotation( ) 17.9Input EventFinger ID0Start Time15.12End Time17.9Duration2.78Start Position( )End Position( )Input TypeHold INDIVIDUAL GAME LOG MASTER LOG / OVERVIEW

RESULTS Collection planned for week 10 of university 1 st week term 4 in school Will be collected over one day period Will be run in 15 minute sessions with multiple devices per session Experiment will be used along with collected survey results to inform the success of the application

CONCLUSION Project Recap Timeline Changes Initial Research Application Development Results

QUESTIONS?

REFERENCES 1.Beyond Blue. "Stats and facts." Retrieved 1st April, 2015, from HARRIS, R Embracing your demons: an overview of acceptance and commitment therapy. Psychotherapy in Australia, 12, Brand, J. E. and S. Todhunter (2015). Digital Australia Report 2016, Faculty of Society and Design Bond University: Rodriguez, A., et al. (2015). "A VR-Based Serious Game for Studying Emotional Regulation in Adolescents." Computer Graphics and Applications, IEEE 35(1): Stald, G. (2008). "Mobile identity: Youth, identity, and mobile communication media." Youth, identity, and digital media Burns, J. M., et al. (2010). "Reach Out Central: a serious game designed to engage young men to improve mental health and wellbeing." Medical Journal of Australia 192(11): S27.