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Item Co-occurring Substance Use and Mental Health Needs: Enhancing the Adult Needs and Strengths Assessment (ANSA) to Manage Services(2019-10-04) Walton, Betty A.; Kim, Hea-WonSubstance use disorders (SUD) are common, affecting one in 25 adolescents (ages 12 -17), one in seven young adults (ages 18 to 25), and one in 16 adults (ages 26 and older) during 2017. 1 While 16.7% of adults without SUD experienced mental health (MH) disorders, 45.6% of adults with SUD experienced co-occurring MH disorders.1 Related research found much higher rates of adults with MH or SUD disorders (50-75%) have co-occurring disorders. 2, 3, 4, 5 Co-occurring MH and SUD make treatment more difficult, increase use of health resources, and interfere with individuals’ life functioning.2, 3, 4 In response to the opioid crisis, SUD treatment funding and services are expanding. Effective treatment requires identification of co-occurring disorders (COD). The goal of this study was to examine how well practitioners assess and identify COD in practice.Item Do Adolescents and Young Adults Learn About Condoms from Healthcare Providers? Findings from a US Probability Sample(Springer, 2022-06) Beckmeyer, Jonathon J.; Patterson, Callie L.; Fu, Tsung-Chieh; Hensel, Devon J.; Dodge, Brian; Herbenick, Debby; Medicine, School of MedicineIntroduction Using data from the 2018 National Survey of Sexual Health and Behavior, we determined the prevalence and content of adolescents’ and young adults’ communication with healthcare providers about condom use. Methods Adolescents (14–17 years old; n = 283) and young adults (18–24 years old, n = 225), who discussed sexual health with a healthcare provider in the past year, reported if they had discussed condom use with a healthcare provider, and among those who did, they also reported why healthcare providers recommended condoms, if they demonstrated correct condom use, and/or provided condoms. Data collection occurred in February and March 2018. Results Most adolescents (71.0%) and young adults (66.7%) who discussed sexual health with a healthcare provider reported discussing condom use. Condoms were most often recommended for both pregnancy and STD prevention. Fewer adolescents and young adults were shown how to use condoms (11.4% of adolescents; 5.7% of young adults) or provided condoms (14.9% of adolescents; 14.7% of young adults). Only 3.2% of adolescents and 1.3% of young adults had healthcare providers who discussed, demonstrated, and provided condoms. Conclusions Sexual health conversations with healthcare providers are likely to include condoms. But few adolescents and young adults were shown how to use condoms or provide condoms.Item Improving Treatment Completion for Young Adults with Substance Use Disorder: Machine Learning-Based Prediction Algorithms(2024-09) Walton, Betty; Hong, Saahoon; Kwon, Hyejean; Kim, Hea-Won; Moynihan, StephanieSubstance Use Disorder treatment completion has been associated with positive outcomes, such as reduced relapse rates and longer periods of abstinence. A study identified factors influencing SUD treatment completion among young adults (aged 18–25) receiving publicly funded outpatient services. This research brief describes how a machine learning decision tree model explored interactions between functional behavioral health needs and strengths, criminal justice system involvement, and completing treatment. A machine learning approach made it possible to identify complex relationships among many factors, improving our understanding on where to focus treatment.Item Managing Recovery with Adults Involved in Behavioral Health and Criminal Justice Systems(2022-09-21) Hong, Saahoon; Walton, BettyYoung adults with mental health needs experience increased criminal behaviors, peaking at 16-25 years. In addition, the lack of support for young adults' behavioral health needs increases the likelihood of further involvement in the justice system. This study aimed to predict dual behavioral health and justice system involvement for adults participating in publicly funded treatment and support services needs. Policy implications were also discussed.Item Physical activity and enjoyment of young adults while playing an active virtual reality game(Indiana University, 2024-07-25) Akinfeleye, Obapese; Cervantes, Xzaliya; Boots, Brendan; Naugle, Keith; Naugle, KellyOver the past few decades, there has been an upsurge in the number of adults who do not meet the recommended physical activity levels. One of the factors contributing to the sedentary lifestyle is connected to increased screen time, which could offer a potential solution. Objective: In this study, we tested an active video game in virtual reality (VR) as a potential tool to elicit physical activity. Specifically, this study measured participants' physical activity and enjoyment while playing the VR game Gorilla Tag to observe whether the game can elicit moderate to vigorous physical activity. Methodology: This study enrolled 28 healthy adults aged 18-39 who had not played Gorilla Tag in the last month. Participants completed 5 study sessions. For four sessions, participants played Gorilla Tag for 15 minutes, and for one session, participants rode a stationary bike for 15 minutes. A heart rate (HR) monitor was worn by the participants during game play and cycling to measure their physical activity intensity levels with the measure of percentage of heart rate reserve (%HRR). An 8-item physical activity enjoyment scale (PACES) was given to determine the participant's enjoyment level of playing Gorilla Tag and cycling. Results: The analysis revealed that HR increased significantly while participants played Gorilla Tag and rode the stationary cycle. The results also showed that participants had a higher %HRR while riding the stationary bike compared to while playing Gorilla Tag (p’s <.001). Based on %HRR values, Gorilla Tag elicited light to moderate intensity physical activity, while the stationary bike elicited moderate to vigorous intensity physical activity. Enjoyment levels did not differ between sessions of Gorilla Tag and cycling. Bivariate correlations indicated that greater intensity of physical activity during Gorilla tag was related to greater enjoyment of gameplay. Conclusion: The active VR game Gorilla Tag is rated as an enjoyable game that elicits light to moderate physical activity during gameplay in healthy younger adults.Item The Real Deal 2: How Autism is Described in Young Adult Novels(YALSA, 2016) Applegate, Rachel; Irwin, Marilyn; Goldsmith, Annette Y.Autism spectrum disorder (ASD) is often considered one of the invisible disabilities. Youth at the higher end of the spectrum may seem to have quirky behaviors, but otherwise appear to be like everyone else. Those with more severe ASD are commonly misunderstood and thought to simply have disciplinary issues. This study examined 100 young adult novels published between 1968 and 2013 inclusive in which a character was labeled as having ASD to determine how the authors described the disability in each of the books. Those descriptors were then aligned with the diagnostic criteria for autism spectrum disorder found in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders. A total of 7,921 descriptors appear across the 100 books studied, and 6,094 (77%) of them map on to the first two DSM-5 diagnostic criteria categories. “Having unique obsessions” was the most frequently appearing descriptor present in the books. In 1,827 (23%) instances, the descriptors did not fit within the diagnostic criteria, indicating that the criteria may miss some elements of the ASD experience that authors themselves deem important.Item Young Adults with the Mental Health and Criminal Justice System Involvement: A Preliminary Study(2023-01-15) Hong, Saahoon; Walton, Betty; Kim, Hea-Won; Moynihan, StephanieThis study examined the intersection of characteristics, behavioral health needs, and strengths for young adults with dual involvement in the mental health and criminal justice systems. Findings predicted dual system involvement with the following ANSA items: 1) substance use; 2) gender; 3) depression; 4) anxiety; 5) volunteering (strength); 6) developmental; 7) impulse control; 8) residential stability; 9) parental/caregiver role, and 10) anger control. The most significant predictor associated with the dual system involvement, differentiating from the non-dual system involvement, was substance use followed by gender and depression. More young men than young women had substance use needs. Young adults with dual system involvement presented higher rates of actionable ratings on depression and impulse control than their counterparts.