Triumf digital therapeutics for kids
The coronavirus pandemic causes uncertainty and it is expected that mental health disorders will peak both among children and adults. Traditional healthcare services are disrupted. Even during the times of normal operations, only one in four children who need mental health treatment receive the help they need. There is an urgent need to deploy digital tools to mitigate the pandemic impact on behavioral health. Our evidence-based digital health platform delivers behavioral therapeutics to children through an engaging mobile game. The clinically validated solution with research findings published is listed as TOP2 digital solution for pediatric patients globally according to ORCHA. The aim of the platform is to improve the mental wellbeing and quality of life of children while delivering standardized coronavirus specific information. Access to psychological support in the early adolescence increases the likelihood of patients entering into adulthood healthier and contributing towards the society in a more positive way.
The focus of the response to COVID-19 pandemic has thus far centred on the acute threat to life of individuals, however, we are quickly closing on the window of opportunity to mitigate the severe long-term harm caused by the impact of COVID-19 on individual psychosocial wellbeing. Health care institutions warn us of a global spike in mental health disorders, with children and adolescents among the most vulnerable groups. The IASC and the WHO both identify the need for special attention on supporting the mental health needs of children during COVID19.
The consequences of leaving mental health issues unattended during childhood have serious and long-term negative effects on individuals - first, by keeping children from reaching their full developmental potential, and second, having a significant impact on their quality of life throughout the course of their lives. At the same time, 50% of mental health disorders develop in childhood and adolescence, thus, at this early stage, it would be important to intervene. However, existing healthcare services fall short in their ability to prevent long-term negative impact on child health.Digital health provides a unique opportunity to meet the mental health care needs of children and adolescents during this pandemic and beyond.
The award-winning Triumf Health delivers digital therapeutics to children through a mobile game platform. The solution has been developed primarily to improve the mental wellbeing and quality of life of children (7-14 years). The innovative health game uses clinical research, validated psychological techniques and data analytics to assess as well as support the well-being of children and induce the creation of healthy habits during gameplay. An interactive gamified setting is used to put theories of emotions, coping, problem-solving, activity-based learning, behavior change techniques and psychotherapeutic methodology to practical use. Clinical trials have shown positive effect of the game on pediatric patients, the research findings have been published.
In response to COVID19, Triumf Health has developed a virus specific pathway to the platform to support all kids, irrespective of their current health situation. The interactive game environment is used to deliver information related to coronavirus. The aim is to provide a safe environment through which to deliver up-to-date information related to the pandemic and relieve the mental burden amongst children. Since the launch of the public health app in Estonia and UK, the solution has been a top app on Google Play. The need for support is evident.
The target users are children with reading skills. To develop a solution with maximum impact and understand universally applicable burdening factors, the digital intervention has been designed in cooperation with children, their parents and clinicians. Identifying the game environment together with the stakeholders as a medium to deliver comprehensive care has allowed the Triumf Health team to approach children in a way that is familiar, safe and intuitive to them. The aim now is to launch the Triumf platform internationally on a population level to improve the health and wellbeing of children in as many countries as possible.
From the perspective of children, Triumf game provides them with trustworthy, and operative information about the virus; addresses the topics of isolation, changes in daily routines, confusion and worry that likely accompany the situation of crisis; offers empirically valid information and support on emotion regulation, helps them cope with strong emotional reactions and stress, adapt to change and learn problem solving skills.
The aim of the game is to help children better understand themselves, support their locus of control and skills in stressful situations. The intervention aims to prevent and/or lessen the development of psychological problems.
The focus currently is understandably on containing coronavirus. However, it is important to take action to mitigate the pandemic impact on behavioral health. Already now, based on March 2020, 64% of adults reported to be anxious or depressed (McKinsey Consumer Healthcare Insights, 2020). Not only does it place a major burden on the individual, it has a significant impact on the economy. In the US alone, the cost of mental illness on global economy reaches $1 trillion per year in lost productivity (World Health Organisation, 2019). Clearly, effective measures need to be deployed for managing mental health.
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