Emma Leigh van der Schyff

Ms. Emma Leigh van der Schyff

orcid

Research Focus & Metrics

Academic Career Length

4Years (2023-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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19 June 2023 in Journal of Medical Internet Research
Verified
Journal Article
Open access
ESEmma Leigh van der Schyff
Emma Leigh van der Schyff
BRBrad Ridout
Brad Ridout
KAKrestina Amon
Krestina Amon
RFRowena Forsyth
Rowena Forsyth
ACAndrew J Campbell
Andrew J Campbell
Digital mental health services are becoming increasingly valuable for addressing the global public health burden of mental ill-health. There is significant demand for scalable and effective web-based mental health services. Artificial intelligence (AI) has the potential to improve mental health through the deployment of chatbots. These chatbots can provide round-the-clock support and triage individuals who are reluctant to access traditional health care due to stigma. The aim of this viewpoint paper is to consider the feasibility of AI-powered platforms to support mental well-being. The Leora model is considered a model with the potential to provide mental health support. Leora is a conversational agent that uses AI to engage in conversations with users about their mental health and provide support for minimal-to-mild symptoms of anxiety and depression. The tool is designed to be accessible, personalized, and discreet, offering strategies for promoting well-being and acting as a web-based self-care coach. Across all AI-powered mental health services, there are several challenges in the ethical development and deployment of AI in mental health treatment, including trust and transparency, bias and health inequity, and the potential for negative consequences. To ensure the effective and ethical use of AI in mental health care, researchers must carefully consider these challenges and engage with key stakeholders to provide high-quality mental health support. Validation of the Leora platform through rigorous user testing will be the next step in ensuring the model is effective.

1 September 2023 in Cyberpsychology, Behavior, and Social Networking
Verified
Journal Article
Closed access
ESEmma Leigh van der Schyff
Emma Leigh van der Schyff
KAKrestina Amon
Krestina Amon
BRBrad Ridout
Brad Ridout
RFRowena Forsyth
Rowena Forsyth
ACAndrew J Campbell
Andrew J Campbell
Video gaming is a popular pastime for young males, having been shown to have both positive and negative effects on players' mental health. The aim of the current study was to ascertain the rate that male video gamers may seek mental health support for mental ill-health generally. The secondary aims were to (a) identify the most prolific barriers to seeking help; (b) determine how confident this group is to seek help; and (c) whether the variance in help-seeking efficacy be explained, in part, by age, hours gamed, self-esteem, and social capital. The survey included sections on demographic information, standardized measures of self-esteem (The Rosenberg Self-Esteem Scale), social capital (The Social Capital in Gaming Scale), help-seeking efficacy (Self-Efficacy to Seek Mental Health Care Scale), and non-standardized measures of help-seeking behavior and help-seeking barriers. The survey of 2,515 participants had a mean age of 21.37 years. The analysis identified that most participants had not sought mental health support for themselves. The most prolific barriers for this cohort to seek help were cost, confidentiality, and trust. Confidence to seek help was rated the lowest for overcoming embarrassment, understanding information, and coping with others' reactions. Help-seeking efficacy was found to be significantly predicted by age, hours spent gaming, self-esteem, and social capital. Low rates of seeking help, coupled with identifying the significant barriers of this group to seek help, may inform researchers aiming to develop targeted interventions for male youth interested in gaming and who are exhibiting mental ill-health to gain initial access, or engage more often, with mental health services when needed. Further research is recommended for investigating male gamers' insights in determining how to overcome the identified barriers for this cohort to improve mental health seeking behavior rather than avoidant behavior. From this, stigma reduction and ease of access to digital mental health services could be improved.

ESEmma Leigh van der Schyff
Emma Leigh van der Schyff
RFRowena Forsyth
Rowena Forsyth
KAKrestina Amon
Krestina Amon
BRBrad Ridout
Brad Ridout
ACAndrew J Campbell
Andrew J Campbell
Young men’s mental health is at the forefront of global public health concerns. Young males, who have a high incidence of mental health disorders, are a population that accesses services at lower rates than females and makes up the majority of videogame players. By considering the unique perspectives of digitally connected individuals on mental health service delivery, interventions may be designed to address their needs with a higher likelihood of success. This study investigated international male videogamers’ perspectives on how their access to mental health services could be improved via an open-ended survey question. From a total of 2515 completed surveys, 761 responded to the qualitative question. Of these, the 71 responses that discussed access to and provision of mental healthcare services are reported in this article. Results suggest that digital mental health services were a promising way to reach this group. Anonymity and confidentiality were found to be important factors when considering online mental health services. Male videogame players identified a preference for both online and in-person services that are delivered synchronously, one-on-one with an expert practitioner, and readily available in settings that individuals find comfortable.

12 February 2023 in JMIR Preprints
Verified
Preprint
Open access
ESEmma Leigh van der Schyff
Emma Leigh van der Schyff
BRBrad Ridout
Brad Ridout
KAKrestina Amon
Krestina Amon
RFRowena Forsyth
Rowena Forsyth
ACAndrew J Campbell
Andrew J Campbell
UNSTRUCTURED Digital mental health services are becoming increasingly valuable for addressing the global public health burden of mental ill-health. There is significant demand for scalable and effective web-based mental health services. Artificial intelligence (AI) has the potential to improve mental health through the deployment of chatbots. These chatbots can provide round-the-clock support and triage individuals who are reluctant to access traditional health care due to stigma. The aim of this viewpoint paper is to consider the feasibility of AI-powered platforms to support mental well-being. The Leora model is considered a model with the potential to provide mental health support. Leora is a conversational agent that uses AI to engage in conversations with users about their mental health and provide support for minimal-to-mild symptoms of anxiety and depression. The tool is designed to be accessible, personalized, and discreet, offering strategies for promoting well-being and acting as a web-based self-care coach. Across all AI-powered mental health services, there are several challenges in the ethical development and deployment of AI in mental health treatment, including trust and transparency, bias and health inequity, and the potential for negative consequences. To ensure the effective and ethical use of AI in mental health care, researchers must carefully consider these challenges and engage with key stakeholders to provide high-quality mental health support. Validation of the Leora platform through rigorous user testing will be the next step in ensuring the model is effective.

1 August 2025 in Psico
Verified
Journal Article
Open access
PDF file
JRJaqueline Sobreira Rodrigues
Jaqueline Sobreira Rodrigues
PLPatrícia Oliveira Lima
Patrícia Oliveira Lima
NMNormanda Araujo de Morais
Normanda Araujo de Morais
ALAline Nogueira de Lira
Aline Nogueira de Lira
ESEmma Leigh van der Schyff
Emma Leigh van der Schyff
APAlex Sandro Gomes Pessoa
Alex Sandro Gomes Pessoa
This study evaluated the effects of a psychosocial intervention aimed at promoting resilience in children affected by Covid-19, focusing on enhancing resilience and the perception of emotional and social support networks. Using a quasi-experimental, mixed-methods approach, 17 children (ages 8-11) were divided by convenience into an Experimental Group (EG) and a Control Group (CG). The intervention consisted of eight sessions held in a school setting. A sociodemographic questionnaire, the Child and Youth Resilience Measure, and the Five Fields Map were administered at pre-test, with the latter two re-administered at post-test. Descriptive analyses and repeated measures t-tests indicated a significant increase in resilience in the EG post-intervention, though no significant differences were observed in the perception of social support networks between the groups. The study emphasizes the importance of considering demographic factors and suggests continuing interventions in the post-pandemic period to ensure lasting effects on children’s mental health.

4 August 2026
Verified
Book Chapter
Closed access
PDF file
ESEmma Leigh van der Schyff
Emma Leigh van der Schyff
ACAndrew J Campbell
Andrew J Campbell