Frontier mental health research: psychedelics & drug studies

Each month our editorial team sifts through hundreds of papers and curates notable findings—for practitioners and informed readers who want to stay current with the evidence. Subscribe to the monthly Research Digest for expert analysis and concise summaries of key papers.

3 papers

Delivering Cognitive Behavior Therapy to Young Adults With Symptoms of Depression and Anxiety Using a Fully Automated Conversational Agent (Woebot): A Randomized Controlled Trial

Kathleen Kara Fitzpatrick, Alison Darcy, Molly Vierhile
JMIR Mental Health Summary & key facts 2017 2,318 citations

This small randomized trial tested a fully automated text-based conversational agent called Woebot as a way to deliver cognitive behavioral therapy to college-age young adults with symptoms of depression and anxiety. Over 2 weeks, the Woebot group (n=34) showed a statistically larger drop in depression scores (PHQ-9) than an information-only…

Digital Mental Health Interventions Impact of Technology on Adolescents Mental Health Research Topics

Effectiveness of Digital Mental Health Tools to Reduce Depressive and Anxiety Symptoms in Low- and Middle-Income Countries: Systematic Review and Meta-analysis

Jiyeong Kim, Lois Maame Donkor Aryee, Heejung Bang, Steffi Prajogo, Yong Kyung Choi, Jeffrey S. Hoch, et al.
JMIR Mental Health Summary & key facts 2023 63 citations

The researchers did a large, careful search for studies of digital mental health tools (things like websites, phone apps, text messages, or online therapy) aimed at reducing depression and anxiety in low- and middle-income countries. They only kept randomized controlled trials, which are studies where people are randomly put into…

Digital Mental Health Interventions Impact of Technology on Adolescents Mental Health Research Topics

Affective Uplift During Video Game Play: A Naturalistic Case Study

Matti Vuorre, Nick Ballou, Thomas Hakman, Kristoffer Magnusson, Andrew K Przybylski
Games Research and Practice Summary & key facts 2024 7 citations

This case study looked at 162,325 in-game mood reports from 67,328 play sessions of 8,695 players of the game PowerWash Simulator. On average, players reported a 0.034 (0.032, 0.036) higher mood during play than at the start of sessions on a 0–1 visual scale. The authors estimate that 72.1% (70.8%,…

Digital Games and Media Impact of Technology on Adolescents Mind wandering and attention
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