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AISLINN BERGIN's Outputs (9)

Developing a process for assessing the safety of a digital mental health intervention and gaining regulatory approval: a case study and academic’s guide (2024)
Journal Article
Taher, R., Hall, C. L., Gomez Bergin, A. D., Gupta, N., Heaysman, C., Jacobsen, P., Kabir, T., Kalnad, N., Keppens, J., Hsu, C.-W., McGuire, P., Peters, E., Shergill, S., Stahl, D., Wensley Stock, B., & Yiend, J. (2024). Developing a process for assessing the safety of a digital mental health intervention and gaining regulatory approval: a case study and academic’s guide. Trials, 25, Article 604. https://doi.org/10.1186/s13063-024-08421-1

Background: The field of digital mental health has followed an exponential growth trajectory in recent years. While the evidence base has increased significantly, its adoption within health and care services has been slowed by several challenges, inc... Read More about Developing a process for assessing the safety of a digital mental health intervention and gaining regulatory approval: a case study and academic’s guide.

Virtual, augmented, mixed, and extended reality interventions in healthcare: a systematic review of health economic evaluations and cost-effectiveness (2023)
Journal Article
Gómez Bergin, A. D., & Craven, M. P. (2023). Virtual, augmented, mixed, and extended reality interventions in healthcare: a systematic review of health economic evaluations and cost-effectiveness. BMC Digital Health, 1(53), https://doi.org/10.1186/s44247-023-00054-9

Introduction

Health economic evaluations are required to best understand the value of interventions to the health economy. As extended reality technologies (an umbrella term including virtual, augmented, and mixed reality) become cheaper and more... Read More about Virtual, augmented, mixed, and extended reality interventions in healthcare: a systematic review of health economic evaluations and cost-effectiveness.

How are adverse events identified and categorised in trials of digital mental health interventions? A narrative scoping review of trials in the ISRCTN registry (2023)
Journal Article
Bergin, A. D. G., Valentine, A. Z., Rennick Egglestone, S., Slade, M., Hollis, C., & Hall, C. L. (2023). How are adverse events identified and categorised in trials of digital mental health interventions? A narrative scoping review of trials in the ISRCTN registry. JMIR Mental Health, 10, Article e42501. https://doi.org/10.2196/42501

Background: To contextualize the benefits of an intervention, it is important that adverse events (AEs) are reported. This is potentially difficult in trials of digital mental health interventions, where delivery may be remote and the mechanisms of a... Read More about How are adverse events identified and categorised in trials of digital mental health interventions? A narrative scoping review of trials in the ISRCTN registry.

Estimating the Economic Value of Automated Virtual Reality Cognitive Therapy for Treating Agoraphobic Avoidance in Patients With Psychosis: Findings From the gameChange Randomized Controlled Clinical Trial (2022)
Journal Article
Altunkaya, J., Craven, M., Lambe, S., Beckley, A., Rosebrock, L., Dudley, R., …Leal, J. (2022). Estimating the Economic Value of Automated Virtual Reality Cognitive Therapy for Treating Agoraphobic Avoidance in Patients With Psychosis: Findings From the gameChange Randomized Controlled Clinical Trial. Journal of Medical Internet Research, 24(11), Article e39248. https://doi.org/10.2196/39248

BACKGROUND: An automated virtual reality cognitive therapy (gameChange) has demonstrated its effectiveness to treat agoraphobia in patients with psychosis, especially for high or severe anxious avoidance. Its economic value to the health care system... Read More about Estimating the Economic Value of Automated Virtual Reality Cognitive Therapy for Treating Agoraphobic Avoidance in Patients With Psychosis: Findings From the gameChange Randomized Controlled Clinical Trial.

Automated virtual reality therapy to treat agoraphobic avoidance and distress in patients with psychosis (gameChange): a multicentre, parallel-group, single-blind, randomised, controlled trial in England with mediation and moderation analyses (2022)
Journal Article
Freeman, D., Lambe, S., Kabir, T., Petit, A., Rosebrock, L., Yu, L.-M., Dudley, R., Chapman, K., Morrison, A., O'Regan, E., Aynsworth, C., Jones, J., Murphy, E., Powling, R., Galal, U., Grabey, J., Rovira, A., Martin, J., Hollis, C., Clark, D. M., …West, J. (2022). Automated virtual reality therapy to treat agoraphobic avoidance and distress in patients with psychosis (gameChange): a multicentre, parallel-group, single-blind, randomised, controlled trial in England with mediation and moderation analyses. Lancet Psychiatry, 9(5), 375-388. https://doi.org/10.1016/S2215-0366%2822%2900060-8

Background
Automated delivery of psychological therapy using immersive technologies such as virtual reality (VR) might greatly increase the availability of effective help for patients. We aimed to evaluate the efficacy of an automated VR cognitive t... Read More about Automated virtual reality therapy to treat agoraphobic avoidance and distress in patients with psychosis (gameChange): a multicentre, parallel-group, single-blind, randomised, controlled trial in England with mediation and moderation analyses.

Commentary: Let’s get digital: a commentary on Halldorsson et al.'s call for more rigorous development and evaluation of immersive digital interventions for children and young people's mental health (2021)
Journal Article
Davies, E. B., & Bergin, A. D. (2021). Commentary: Let’s get digital: a commentary on Halldorsson et al.'s call for more rigorous development and evaluation of immersive digital interventions for children and young people's mental health. Journal of Child Psychology and Psychiatry, 62(5), 606-609. https://doi.org/10.1111/jcpp.13423

In the JCPP Annual Research Review for 2021, Halldorsson and colleagues (2021) present a systematic review of applied games and virtual reality interventions for treating mental health problems in children and young people, looking at the effectivene... Read More about Commentary: Let’s get digital: a commentary on Halldorsson et al.'s call for more rigorous development and evaluation of immersive digital interventions for children and young people's mental health.

Preventive digital mental health interventions for children and young people: a review of the design and reporting of research (2020)
Journal Article
Bergin, A. D., Vallejos, E. P., Davies, E. B., Daley, D., Ford, T., Harold, G., …Hollis, C. (2020). Preventive digital mental health interventions for children and young people: a review of the design and reporting of research. npj Digital Medicine, 3(1), Article 133. https://doi.org/10.1038/s41746-020-00339-7

Digital health interventions (DHIs) have frequently been highlighted as one way to respond to increasing levels of mental health problems in children and young people. Whilst many are developed to address existing mental health problems, there is als... Read More about Preventive digital mental health interventions for children and young people: a review of the design and reporting of research.

Automated virtual reality (VR) cognitive therapy for patients with psychosis: study protocol for a single-blind parallel group randomised controlled trial (gameChange) (2019)
Journal Article
Freeman, D., Yu, L.-M., Kabir, T., Martin, J., Craven, M., Leal, J., …Waite, F. (2019). Automated virtual reality (VR) cognitive therapy for patients with psychosis: study protocol for a single-blind parallel group randomised controlled trial (gameChange). BMJ Open, 9(8), e031606. https://doi.org/10.1136/bmjopen-2019-031606

Introduction Many patients with psychosis experience everyday social situations as anxiety-provoking. The fears can arise, for example, from paranoia, hallucinations, social anxiety or negative-self beliefs. The fears lead patients to withdraw from a... Read More about Automated virtual reality (VR) cognitive therapy for patients with psychosis: study protocol for a single-blind parallel group randomised controlled trial (gameChange).