Data for Children Collaborative

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How can digital spaces serve children's mental health needs?

Mental health care for all: let’s make it a reality


UNICEF’s recently released State of the World’s Children report is a timely call to action. It states that more than 13 per cent of adolescents aged 10–19 are estimated to live with a diagnosed mental disorder as defined by the World Health Organization, representing 86 million adolescents aged 15–19 and 80 million adolescents aged 10–14.  This is assumed to only be the tip of the iceberg.


These numbers are significant. More needs to be done to protect, promote and care for children’s mental health.

Given that good mental health is fundamental to children’s well-being, greater global investments are needed to support the services required to meet the complex and multifaceted mental-health challenges that children face today.


The rise of social media, virtual reality and online gaming in recent years has meant that children and young people are spending more of their lives now online than ever. The presence of technology in children’s lives has only been made more apparent during the pandemic, with long periods of isolation and school closures forcing children into the virtual space and away from their friends and family. 

Increased time spent on screens and away from “real life” is often seen to have a negative impact on children, and is associated with poor mental health outcomes. However, perhaps it is time to steer away from that narrative and explore how online platforms can be leveraged to promote and protect mental health.

In the right hands, digital spaces such as social media, chat rooms and gaming sites could offer solace and a safe space to those looking for help and support with their mental health, being one-step removed from potentially difficult conversations with family and friends.

One study has shown that during lockdown young people who were able to seek support online, whether this be chatting with friends or engaging in multiplayer video games, reported less loneliness. It is suggested that the quality of online interactions, as opposed to the quantity, can be a better predictor of loneliness and well-being. The report advises that parents and teachers should be thinking about how to promote positive and safe online experiences, as opposed to taking a negative standpoint and trying to limit screen time.


Our project with partners from UNICEF, Outsight International, University of California Institute for Prediction Technology and ElevateU seeks to answer a similar question concerning children’s mental health – ‘can technology be a possible source for good?’


During Phase 1 of the project, we wanted to understand: what evidence had been built on the topic of technology and child mental health; what the needs that UNICEF sees in the field were; and what technologies are already trying to improve adolescent mental health outcomes. Bringing together these in a landscaping/feasibility study, the aim was then to triangulate between these topic areas to identify the gaps and opportunities that could be taken forward for a project aiming for positive impact.

With ElevateU providing the literature review of adolescent mental health and technology, UCIPT providing input on possible research methods, and Outsight applying its systems thinking approach to technology landscaping and needs assessment, we created a concept that should: provide positive impact on the ground for UNICEF teams, build on existing work to improve data collection methods on mental health in the field, and integrate the use of novel digital tools to engage adolescents in positive mental health behaviours.

We think this approach could offer a genuinely exciting outcome and answer a number of the unanswered that arose from the Phase 1 work.

Namely:

  • Given that there is no consensus in the literature, can we compare ‘traditional’ vs ‘digital’ methods of data collection?

  • Are traditional methods of referrals for those with identified negative MHPSS behaviours more or less effective than digital models?

  • Which digital intervention methods are most effective? Those built on platforms with existing users or those that are standalone?


UNICEF’s report calls for commitment, communication and action as part of a comprehensive approach to promote good mental health for every child, protect vulnerable children and care for children facing the greatest challenges. We look forward to building out this piece of work further to support UNICEF in achieving these goals and helping them to promote positive mental health to children and adolescents across the globe.


Read more about the project here.