{'fraction_non_alphanumeric': 0.01948051948051948, 'fraction_numerical': 0.0, 'mean_word_length': 5.539393939393939, 'pattern_counts': {'":': 0, '<': 0, '<?xml version=': 0, '>': 0, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
Use of Digital Technology to Provide or Enhance the Delivery of Interventions for Adolescents

Adolescence is a critical period for the onset of mental health disorders, yet only about one-third of affected adolescents receive mental healthcare. Barriers to such care include poor access, stigma, and the lack of availability of proper resources to identify and treat mental health disease. Thus, the delivery of mental health services via new technologies may help mitigate some of these barriers. Digital technology–based interventions show promise for the treatment of various mental health conditions in adolescents. This chapter provides an overview of computer- and Internet-based therapeutic programs, texting programs using mobile phones, and serious games as they apply to a variety of conditions including depression/anxiety, eating disorders, and tobacco smoking, as well as mental healthcare utilization. The unique needs of adolescents are discussed in relation to the scaling of digital technologies and future directions for technology-enhanced mental healthcare.