Bridges to Sobriety: Testing the Feasibility and Acceptability of a Mobile App Designed to Supplement an Adolescent Substance Use Disorder Treatment Program.
Adolescent substance use is a growing problem that causes a myriad of negative outcomes. Using substances during adolescence can lead to decreased executive functioning and is correlated with the top three causes of deaths for adolescents. Treatment options vary and the impact on outcomes are mixed,...
| Publicado en: | Clinical Social Work Journal Vol. 50; no. 3; pp. 308 - 316 |
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| Autores principales: | , , , , |
| Formato: | Artículo |
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Springer Nature
Sep2022
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ssf&AN=158651897&site=ehost-live header: @attributes: shortDbName: ssf uiTerm: 158651897 longDbName: Social Sciences Full Text (H.W. Wilson) uiTag: AN controlInfo: bkinfo: jinfo: jid: 00911674 CSW jtl: Clinical Social Work Journal issn: 00911674 maglogo: N pubinfo: dt: Sep2022 vid: 50 iid: 3 pid: 237 pub: Springer Nature artinfo: ui: 158651897 10.1007/s10615-020-00765-w ppf: 308 ppct: 8 formats: fmt: – @attributes: type: T – @attributes: type: P size: 521KB tig: atl: Bridges to Sobriety: Testing the Feasibility and Acceptability of a Mobile App Designed to Supplement an Adolescent Substance Use Disorder Treatment Program. aug: au: Patterson Silver Wolf, David A. Ramsey, Alex T. Epstein, Joel Beeler-Stinn, Sara Asher Black Deer, Autumn affil: George Warren Brown School of Social Work, Washington University in St. Louis, 63130, St. Louis, MO, USA School of Medicine, Washington University in St. Louis, 63110, St. Louis, MO, USA Missouri Institute of Mental Health, University of Missouri St. Louis, 63134, St. Louis, MO, USA su: Missouri Substance abuse treatment Teenagers Mobile apps Mobile app development Gamification sug: subj: Substance abuse treatment Teenagers Missouri Outpatient Mental Health and Substance Abuse Centers Psychiatric and Substance Abuse Hospitals Mobile apps Mobile app development Gamification keyword: Adolescent substance use Program evaluation Supplemental treatment Adolescent substance use Program evaluation Supplemental treatment ab: Adolescent substance use is a growing problem that causes a myriad of negative outcomes. Using substances during adolescence can lead to decreased executive functioning and is correlated with the top three causes of deaths for adolescents. Treatment options vary and the impact on outcomes are mixed, with engagement being of the most important indicators. Gaming is a popular activity among adolescents, and yet smartphone applications are relatively unexplored within substance use disorder treatment programs. This paper explores the feasibility and acceptability of implementing a mobile application as a supplement to existing adolescent substance use disorder treatment in a behavioral health agency in eastern Missouri. Feedback was received from staff and clients to assess feasibility and acceptability of implementation with barriers discussed. Results indicate there is promise with incorporation of smartphone-based applications into existing interventions and act as recommendations for other providers. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: N holdings: @attributes: islocal: N |
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