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Available: 0 |
Tentative Price:$150.00 |
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Edition: | 1st |
Publisher: | Academic Press, Incorporated |
ISBN: | 0-12-820671-3 (0128206713) |
ISBN-13: | 978-0-12-820671-3 (9780128206713) |
Binding: | Softcover |
Copyright: | 2022 |
Weight: | 0.00 Lbs. |
Pages: | 300 |
Subject Class: | PSY (Psychiatry and Psychology) |
Remarks: | This Title is Not Yet Published, Scheduled to Release 07/01/25 |
Return Policy: | Returns accepted up to 90 days provided no other recalls or return restrictions apply. |
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Abstract: | Over the past two decades technology has begun to play an important role in medicine. The synergy of technology and psychiatry now called, telepsychiatry or digital psychiatry, has helped increase treatment access, training and dissemination while reducing cost and stigma associated with mental health disorders. Most of what is known today in telepsychiatry is based on scientific research such as pilot studies, mid to large clinical trial and meta-analysis, which has been conducted in hospital and/or academic settings. Unfortunately, these studies only tell one side of the story, that of the scientists, doctors, clinicians, and professors without taking into account the experience of the patients. This lack of response has driven patients to search for answers independently and solve their own issues by designing simple and innovative ways to complement and treat their chronic and, sometimes, acute mental health conditions. Digital Psychiatry: Case Studies of Patient-Driven Innovations illustrates the clinical perspective of using technology to improve mental health of patients. A series of clinical cases how by modifying and adapting current available technological devices such as video games, apps, movies, and online videos can treat patient's psychiatric conditions. This book is a prime resource for researchers and clinicians who are trying to understand how to incorporate technology into treatment options for patients. Discusses how telepsychiatry can be used in a private settingDemonstrates how technological devices such as video games and apps are used as treatment optionsIncludes both successful and non-successful patient casesProvides both clinical and patient perspective towards treatment |
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