Research into Engaging Applications for Timely Interventions in Mental Health
New! Read about new results using software based digital training to treat depression
CREATIV Lab, focused on personalized interventions for mental health, is working to improve
the mental health and well-being of people around the world as quickly and
easily as possible.
strategies for treating mental health require extensive clinical training and an
unrealistic time commitment from both the patient and the provider. Although
many psychotherapies require 6-9 sessions to be effective, in reality, most
people only go to one or two. This disparity poses a major barrier to mental
health advancement, both on a national and global scale.
upon the latest advances in neuroscience, technology and psychological science,
CREATIV Lab at the University of Washington develops targeted and streamlined behavioral interventions that any
clinician can provide and that are readily available to a broad array of
patients. We also train the next generation of psychosocial intervention
researchers and partner with training and workforce development programs and
external health care organizations to ensure widespread dissemination and
implementation of our efforts.
is led by Patricia Areán, an international expert in developing psychosocial
treatments that are robust and easy to disseminate in diverse health care
CREATIV LAB CURRENT
Please contact us at 206-616-2129 or firstname.lastname@example.org to learn more about any of our current projects.
The Ilios Study: Researching ways to help adults improve their focus and energy level
Ilios is testing the effectiveness of a video game-like digital therapy called Evo on
treatment-resistant depression that causes impairment in concentration, focus
and decision-making. In a small sample, older adults with depression who do not respond to antidepressants had significant improvement in mood and cognitive function after four weeks of playing Evo, improvement as good as that found with traditional therapy. This study focuses on adults 60-80 years old. Funded by NIMH.
The Estia Study: Researching how games can improve mood, memory and concentration in adults
Estia tests the effectiveness of the video game-like digital therapy Evo on treatment-resistant depression that causes impairment in concentration, focus and decision-making with a focus on adults ages 45-75 years old. Funded by NIMH.
behavioral interventions take a broad approach to treating a given illness,
requiring patients to undergo a number of complex therapeutic strategies
whether they need them or not. Engage takes a stepped approach to care,
streamlining treatment by selecting therapeutic strategies that are
patient-specific. The program starts with an action plan to help depressed
patients re-engage in simple social and physical activities, and provides
additional behavioral strategies if there is no improvement after two weeks. We are currently comparing Engage to traditional talk therapy (Problem Solving Treatment) in terms of effectiveness, ease of use, and clinician ability to deliver the intervention to participants with late-life depression. Funded by
Bridging Research Innovations for Global Health through Technology, Emotion and
ability to evaluate new tools and treatments quickly and cheaply is paramount
to bringing mental health care into the 21st century. BRIGHTEN is a mobile
research platform that allows us to collect data on mood, cognition, and
physical and social activity using smart phone apps and social media. Using
BRIGHTEN, we conducted a clinical trial completely online comparing three types
of mood apps for the treatment of depression in a nationally recruited sample
of adults. Recruitment of 2,000 adults took just three months to complete; in traditional
clinical trials it takes three years to recruit 100 participants. Similarly,
the cost of the study was significantly less than a typical clinical trial,
costing $500,000 compared to $2.5 million. Funded by NIMH.