Nowadays there is an increasing use of the digital setting in various fields, including psychology and pedagogy. Author's purpose is to explore different forms of digital setting applications, describing their possibility of usage and eventually their limitations.
First of all, the authors are going to define the concept of Artificial Intelligence (AI) and the possibility of using it in clinical settings. Then, the authors will proceed to describe the application of Artificial Intelligence and Augmented Reality both in assessment and in prevention of cognitive function decline.
The application of digital settings for treatment in the field of mental health will also be discussed, both for adult people and for young people; in addition, the ethical issues, in particular for e-therapies, will be debated.
Lastly, another way of application of digital setting is for access to education; for this reason, the authors will explain the teaching approaches that use the virtual.
References
Alaa, A. M., Bolton, T., Di Angelantonio, E., Rudd, J. H. F., & van der Schaar, M. (2019). Cardiovascular disease risk prediction using automated machine learning: A prospective study of 423,604 UK Biobank participants. PloS one, 14(5), e0213653. DOI: 10.1371/journal.pone.0213653.
American Psychological Association (2016). Ethical Principles of Psychologists and Code of Conduct. In A. E. Kazdin (Ed.), Methodological issues and strategies in clinical research (pp. 495-512). DOI: 10.1037/14805-030.
Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in augmented reality. IEEE Computer Graphics and Applications, 21(6), 34-47. DOI: 10.1109/38.963459.
Azzone, V., McCann, B., Merrick, E. L., Hiatt, D., Hodgkin, D., & Horgan, C. (2009). Workplace Stress, Organizational Factors and EAP Utilization. Journal of workplace behavioral health, 24(3), 344-356. DOI: 10.1080/15555240903188380.
Barsom, E. Z., Graafland, M., & Schijven, M. P. (2016). Systematic review on the effectiveness of augmented reality applications in medical training. Surgical endoscopy, 30(10), 4174-4183. DOI: 10.1007/s00464-016-4800-6.
Beltrami, D., Gagliardi, G., Rossini Favretti, R., Ghidoni, E., Tamburi-ni, F., & Calzà, L. (2018). Speech Analysis by Natural Language Processing Techniques: A Possible Tool for Very Early Detection of Cognitive Decline?. Frontiers in aging neuroscience, 10, 369. DOI: 10.3389/fnagi. 2018.00369.
Bennion, M. R., Hardy, G. E., Moore, R. K., Kellett, S., & Millings, A. (2019). e-Therapies in England for stress, anxiety or depression: how are apps developed? A survey of NHS e-therapy developers. BMJ health & care informatics, 26(1), e100027. DOI: 10.1136/bmjhci-2019-100027.
Bindoff, I., Stafford, A., Peterson, G., Kang, B. H., & Tenni, P. (2012). The potential for intelligent decision support systems to improve the quality and consistency of medication reviews. Journal of clinical pharmacy and therapeutics, 37(4), 452-458. DOI: 10.1111/j.1365-2710.2011.01327.x.
Blüher, S., & Kuhlmey, A. (2016). Demographischer Wandel, Altern und Gesundheit. Soziologie von Gesundheit Und Krankheit, 313-324. DOI: 10.1007/978-3-658-11010-9_21.
Boletsis, C., & McCallum, S. (2016). Smartkuber: A Serious Game for Cognitive Health Screening of Elderly Players. Games for health journal, 5(4), 241-251. DOI: 10.1089/g4h.2015.0107.
Burke, J. W., McNeill, M. D. J., Charles, D. K., Morrow, P. J., Crosbie, J. H., & McDonough, S. M. (2009). Optimising engagement for stroke rehabilitation using serious games. The Visual Computer, 25(12), 1085-1099. DOI: 10.1007/s00371-009-0387-4.
Chatham, R. E. (2007). Games for training. Communications of the ACM, 50(7), 36-43. DOI: 10.1145/1272516.1272537.
Chekroud, A. M., Bondar, J., Delgadillo, J., Doherty, G., Wasil, A., Fokkema, M., Cohen, Z., Belgrave, D., DeRubeis, R., Iniesta, R., Dwyer, D., & Choi, K. (2021). The promise of machine learning in predicting treatment outcomes in psychiatry. World psychiatry: official journal of the World Psychiatric Association (WPA), 20(2), 154-170. DOI: 10.1002/wps.20882.
Chen, C., Ibekwe‐SanJuan, F., & Hou, J. (2010). The structure and dynamics of cocitation clusters: A multiple‐perspective cocitation analysis. Journal of the American Society for Information Science and Technology, 61(7), 1386-1409. Portico. DOI: 10.1002/asi.21309.
Dankbaar, M. E., Richters, O., Kalkman, C. J., Prins, G., Ten Cate, O. T., van Merrienboer, J. J., & Schuit, S. C. (2017). Comparative effectiveness of a serious game and an e-module to support patient safety knowledge and awareness. BMC medical education, 17(1), 30. DOI: 10.1186/s12909-016-0836-5.
Debowska, A., Horeczy, B., Boduszek, D., & Dolinski, D. (2020). A repeated cross-sectional survey assessing university students’ stress, depression, anxiety, and suicidality in the early stages of the COVID-19 pandemic in Poland. Psychological medicine, 1-4. Advance online publication. DOI: 10.1017/S003329172000392X.
Donker, T., Petrie, K., Proudfoot, J., Clarke, J., Birch, M. R., & Christensen, H. (2013). Smartphones for smarter delivery of mental health programs: a systematic review. Journal of medical Internet research, 15(11), e247. DOI: 10.2196/jmir.2791.
Field, V. K., Gale T., Kalkman C., Kato P., & Ward C.T. (2019). A serious game to train patient safety outside the classroom: a pilot study of acceptability. BMJ simulation & technology enhanced learning, 5(4), 227-228. DOI: 10.1136/bmjstel-2017-000279.
Fitzpatrick, K. K., Darcy, A., & Vierhile, M. (2017). Delivering Cognitive Behavior Therapy to Young Adults with Symptoms of Depression and Anxiety Using a Fully Automated Conversational Agent (Woebot): A Randomized Controlled Trial. JMIR mental health, 4(2), e19. DOI: 10.2196/mental.7785.
Fleming, T. M., Bavin, L., Stasiak, K., Hermansson-Webb, E., Merry, S. N., Cheek, C., Lucassen, M., Lau, H. M., Pollmuller, B., & Hetrick, S. (2017). Serious Games and Gamification for Mental Health: Current Status and Promising Directions. Frontiers in psychiatry, 7, 215. DOI: 10.3389/fpsyt.2016.00215.
Fleming, T. M., de Beurs, D., Khazaal, Y., Gaggioli, A., Riva, G., Bo-tella, C., Baños, R. M., Aschieri, F., Bavin, L. M., Kleiboer, A., Merry, S., Lau H. M., & Riper, H. (2016). Maximizing the Impact of e-Therapy and Serious Gaming: Time for a Paradigm Shift. Frontiers in psychiatry, 7, 65. DOI: 10.3389/fpsyt.2016.00065.
Fleming, T. M., Cheek, C., Merry, S. N., Thabrew, H., Bridgman, H., Stasiak, K., Shepherd, M., Perry, Y., & Hetrick, S. (2015). Juegos serios para el tratamiento o la prevención de la depresión: una revisión sistemática. Revista de Psicopatología y Psicología Clínica, 19(3), 227. DOI: 10.5944/rppc.vol.19.num.3.2014.13904.
Fujita, K., Katsuki, M., Takasu, A., Kitajima, A., Shimazu, T., & Maruki, Y. (2022). Development of an artificial intelligence-based diagnostic model for Alzheimer’s disease. Aging medicine (Milton (N.S.W)), 5(3), 167-173. DOI: 10.1002/agm2.12224.
Fulmer, R., Davis, T., Costello, C., & Joerin, A. (2021). The Ethics of Psychological Artificial Intelligence: Clinical Considerations. Counseling and Values, 66(2), 131-144. DOI: 10.1002/cvj.12153.
Graham, S. A., Lee, E. E., Jeste, D. V., Van Patten, R., Twamley, E. W., Nebeker, C., Yamada, Y., Kim, H. C., & Depp, C. A. (2020). Artificial intelligence approaches to predicting and detecting cognitive decline in older adults: A conceptual review. Psychiatry research, 284, 112732. DOI: 10.1016/j.psychres.2019.112732.
Graham, S., Depp, C., Lee, E. E., Nebeker, C., Tu, X., Kim, H. C., & Jeste, D. V. (2019). Artificial Intelligence for Mental Health and Mental Illnesses: an Overview. Current psychiatry reports, 21(11), 116. DOI: 10.1007/s11920-019-1094-0.
Harasim, L. (2000). Shift happens: online education as a new paradigm in learning. The Internet and Higher Education, 3(1-2), 41-61. DOI: 10.1016/s1096-7516(00)00032-4.
Holmberg, B., Shelley, M., & White, C. J. (Eds.). (2005). Distance Education and Languages. Multilingual Matters. DOI: 10.21832/9781853597770.
Jackson, J., Iacovides, J., Duncan, M., Alders, M., Maben, J., & Anderson, J. (2020). Operationalizing resilient healthcare concepts through a serious video game for clinicians. Applied ergonomics, 87, 103112. DOI: 10.1016/j.apergo.2020.103112.
Kayser, L., Nøhr, C., Bertelsen, P., Botin, L., Villumsen, S., Showell, C., & Turner, P. (2018). Theory and Practice in Digital Behaviour Change: A Matrix Framework for the Co-Production of Digital Services That Engage, Empower and Emancipate Marginalised People Living with Complex and Chronic Conditions. Informatics, 5(4), 41. DOI: 10.3390/informatics5040041.
Kleschnitzki, J. M., Beyer, L., Beyer, R., & Großmann, I. (2022). The Effectiveness of a Serious Game (MemoreBox) for Cognitive Functioning Among Seniors in Care Facilities: Field Study. JMIR serious games, 10(2), e33169. DOI: 10.2196/33169.
Lahiri, U., Bekele, E., Dohrmann, E., Warren, Z., & Sarkar, N. (2013). Design of a virtual reality based adaptive response technology for children with autism. IEEE transactions on neural systems and rehabilitation engineering: a publication of the IEEE Engineering in Medicine and Biology Society, 21(1), 55-64. DOI: 10.1109/TNSRE.2012.2218618.
Larreamendy-Joerns, J., & Leinhardt, G. (2006). Going the Distance with Online Education. Review of Educational Research, 76(4), 567-605. DOI: 10.3102/00346543076004567.
Lau, H. M., Smit, J. H., Fleming, T. M., & Riper, H. (2017). Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis. Frontiers in psychiatry, 7, 209. DOI: 10.3389/fpsyt.2016.00209.
Li, J., Theng, Y. L., & Foo, S. (2014). Game-based digital interventions for depression therapy: a systematic review and meta-analysis. Cyberpsychology, behavior and social networking, 17(8), 519-527. DOI: 10.1089/cyber.2013.0481.
Liverpool, S., Mota, C. P., Sales, C. M. D., Čuš, A., Carletto, S., Hancheva, C., Sousa, S., Cerón, S. C., Moreno-Peral, P., Pietrabissa, G., Moltrecht, B., Ulberg, R., Ferreira, N., & Edbrooke-Childs, J. (2020). Engaging Children and Young People in Digital Mental Health Interventions: Systematic Review of Modes of Delivery, Facilitators, and Barriers. Journal of medical Internet research, 22(6), e16317. DOI: 10.2196/16317.
Luxton, D. D. (2014). Recommendations for the ethical use and design of artificial intelligent care providers. Artificial intelligence in medicine, 62(1), 1-10. DOI: 10.1016/j.artmed.2014.06.004.
Amisha Malik, P., Pathania, M., & Rathaur, V. K. (2019). Overview of artificial intelligence in medicine. Journal of family medicine and primary care, 8(7), 2328-2331. DOI: 10.4103/jfmpc.jfmpc_440_19.
Marquis, J., Schneider, M. P., Spencer, B., Bugnon, O., & Du Pasquier, S. (2014). Exploring the implementation of a medication adherence programme by community pharmacists: a qualitative study. International journal of clinical pharmacy, 36(5), 1014-1022. DOI: 10.1007/s11096-014-9989-7.
Melville, K. M., Casey, L. M., & Kavanagh, D. J. (2010). Dropout from Internet-based treatment for psychological disorders. The British journal of clinical psychology, 49(Pt 4), 455-471. DOI: 10.1348/ 014466509X472138.
Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems, 77(12), 1321-1329.
Nguyen, T. T. H., Ishmatova, D., Tapanainen, T., Liukkonen, T. N., Katajapuu, N., Makila, T., & Luimula, M. (2017). Impact of Serious Games on Health and Well-being of Elderly: A Systematic Review. Proceedings of the Annual Hawaii International Conference on System Sciences. DOI: 10.24251/hicss.2017.447.
Park, H., & Shea, P. (2020). A Ten-Year Review of Online Learning Research through Co-Citation Analysis. Online Learning, 24(2). DOI: 10.24059/olj.v24i2.2001.
Pennant, M. E., Loucas, C. E., Whittington, C., Creswell, C., Fonagy, P., Fuggle, P., Kelvin, R., Naqvi, S., Stockton, S., Kendall, T., & Expert Advisory Group (2015). Computerised therapies for anxiety and depression in children and young people: a systematic review and meta-analysis. Behaviour research and therapy, 67, 1-18. DOI: 10.1016/j.brat.2015.01.009.
Pratap, A., Atkins, D. C., Renn, B. N., Tanana, M. J., Mooney, S. D., Anguera, J. A., & Areán, P. A. (2019). The accuracy of passive phone sensors in predicting daily mood. Depression and anxiety, 36(1), 72-81. DOI: 10.1002/da.22822.
Rahimi, B., Nadri, H., Lotfnezhad Afshar, H., & Timpka, T. (2018). A Systematic Review of the Technology Acceptance Model in Health Informatics. Applied clinical informatics, 9(3), 604-634. DOI: 10.1055/s-0038-1668091.
Renn, B. N., Schurr, M., Zaslavsky, O., & Pratap, A. (2021). Artificial Intelligence: An Interprofessional Perspective on Implications for Geriatric Mental Health Research and Care. Frontiers in psychiatry, 12, 734909. DOI: 10.3389/fpsyt.2021.734909.
Ricciardi, F., & De Paolis, L.T. (2014). A Comprehensive Review of Serious Games in Health Professions. International Journal of Computer Games Technology, 1-11. DOI: 10.1155/2014/787968.
Richardson, T., Stallard, P., & Velleman, S. (2010). Computerised cog-nitive behavioural therapy for the prevention and treatment of depression and anxiety in children and adolescents: a systematic review. Clinical child and family psychology review, 13(3), 275-290. DOI: 10.1007/s10567-010-0069-9.
Saint-Maurice, P. F., Troiano, R. P., Matthews, C. E., & Kraus, W. E. (2018). Moderate-to-Vigorous Physical Activity and All-Cause Mortality: Do Bouts Matter?. Journal of the American Heart Association, 7(6), e007678. DOI: 10.1161/JAHA.117.007678.
Saria, S., & Goldenberg, A. (2015). Subtyping: What It is and Its Role in Precision Medicine. IEEE Intelligent Systems, 30(4), 70-75. DOI: 10.1109/mis.2015.60.
Shea, P., & Bidjerano, T. (2012). Learning presence as a moderator in the community of inquiry model. Computers & Education, 59(2), 316-326. DOI: 10.1016/j.compedu.2012.01.011.
Siemens, G. (2015). Preparing for the digital university: A review of the history and current state of distance, blended, and online learning. DOI: 10.13140/RG.2.1.3515.8483.
Sierk, A., Travers, E., Economides, M., Loe, B. S., Sun, L., & Bolton, H. (2022). A New Digital Assessment of Mental Health and Well-being in the Workplace: Development and Validation of the Unmind Index. JMIR mental health, 9(1), e34103. DOI: 10.2196/34103.
Sipiyaruk, K., Gallagher, J. E., Hatzipanagos, S., & Reynolds, P. A. (2018). A rapid review of serious games: From healthcare education to dental education. European journal of dental education: official journal of the Association for Dental Education in Europe, 22(4), 243-257. DOI: 10.1111/eje.12338.
Smeddinck, J. D., Gerling, K. M., & Malaka, R. (2014). Adaptable computer games for seniors. Informatik-Spektrum, 37(6), 575-579. DOI: 10.1007/s00287-014-0835-z.
Spring, K. J., & Graham, C. R. (2017). Thematic Patterns in International Blended Learning Literature, Research, Practices, and Terminology. Online Learning, 21(4). DOI: 10.24059/olj.v21i4.998.
Sundram, F., Hawken, S. J., Stasiak, K., Lucassen, M. F., Fleming, T., Shepherd, M., Greenwood, A., Osborne, R., & Merry, S. N. (2017). Tips and Traps: Lessons from Codesigning a Clinician E-Monitoring Tool for Computerized Cognitive Behavioral Therapy. JMIR mental health, 4(1), e3. DOI: 10.2196/mental.5878.
Tárrega, S., Castro-Carreras, L., Fernández-Aranda, F., Granero, R., Giner-Bartolomé, C., Aymamí, N., Gómez-Peña, M., Santamaría, J. J., Forcano, L., Steward, T., Menchón, J. M., & Jiménez-Murcia, S. (2015). A Serious Videogame as an Additional Therapy Tool for Training Emotional Regulation and Impulsivity Control in Severe Gambling Disorder. Frontiers in psychology, 6, 1721. DOI: 10.3389/fpsyg.2015.01721.
Vinci, C., Brandon, K. O., Kleinjan, M., & Brandon, T. H. (2020). The clinical potential of augmented reality. Clinical psychology: a publication of the Division of Clinical Psychology of the American Psy-chological Association, 27(3), e12357. DOI: 10.1111/cpsp.12357.
Wangelin, B. C., Szafranski, D. D., & Gros, D. F. (2016). Telehealth Technologies in Evidence-Based Psychotherapy. Computer-Assisted and Web-Based Innovations in Psychology, Special Education, and Health, 119-140. DOI: 10.1016/b978-0-12-802075-3.00005-x.
Wiens, J., & Shenoy, E. S. (2018). Machine Learning for Healthcare: On the Verge of a Major Shift in Healthcare Epidemiology. Clinical infectious diseases: an official publication of the Infectious Diseases Society of America, 66(1), 149-153. DOI: 10.1093/cid/cix731.
Xie, B., Tao, C., Li, J., Hilsabeck, R. C., & Aguirre, A. (2020). Artificial Intelligence for Caregivers of Persons with Alzheimer’s Disease and Related Dementias: Systematic Literature Review. JMIR medi-cal informatics, 8(8), e18189. DOI: 10.2196/18189.
Yeager, C. M., & Benight, C. C. (2018). If we build it, will they come? Issues of engagement with digital health interventions for trauma recovery. mHealth, 4, 37. DOI: 10.21037/mhealth.2018.08.04.
Yeung, A. W. K., Tosevska, A., Klager, E., Eibensteiner, F., Laxar, D., Stoyanov, J., Glisic, M., Zeiner, S., Kulnik, S. T., Crutzen, R., Kimberger, O., Kletecka-Pulker, M., Atanasov, A. G., & Willschke, H. (2021). Virtual and Augmented Reality Applications in Medicine: Analysis of the Scientific Literature. Journal of medical Internet research, 23(2), e25499. DOI: 10.2196/25499.
Zis, P., Artemiadis, A., Bargiotas, P., Nteveros, A., & Hadjigeorgiou, G. M. (2021). Medical Studies during the COVID-19 Pandemic: The Impact of Digital Learning on Medical Students’ Burnout and Mental Health. International journal of environmental research and public health, 18(1), 349. DOI: 10.3390/ijerph18010349.