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Fujitsu Asia develops Singapore’s first ADHD web portal
ConvergenceAsia staff
23/09/2009
Fujitsu, a leading provider
of business, information technology and communications solutions, has
announced ROC-N-ASH, Singapore’s first web portal dedicated to
attention-deficit hyperactive disorder (ADHD) and childhood anxiety.
The portal (www.roc-n-ash.com) offers role-play computer games, video clips
and other multimedia resources that educate caregivers on these two medical
conditions and complement clinicians’ existing therapy regimes.
ROC-N-ASH was developed by Fujitsu Asia in collaboration with the Institute
of Mental Health (IMH) and e-learning company ASKnLearn.
According to John Siow, Deputy Director for Network Applications at Fujitsu
Asia, the idea for ROC-N-ASH originated when Fujitsu Asia approached IMH to
consider using games to assess and treat mental disorders.
Through the Infocomm Development Authority of Singapore (IDA), the Ministry
of Health, and The Enterprise Challenge (TEC) Joint Healthcare
Call-for-Collaboration programme, IMH eventually tasked Fujitsu Asia with
creating a web portal to achieve the following:
- promote and manage the mental well-being of children and adolescents
- facilitate the early detection and intervention for children with ADHD or
childhood anxiety
- encourage various stakeholders (such as schools and caregivers) to support
the therapy regimes of children with ADHD or childhood anxiety
Siow added that one of Fujitsu Asia’s main challenges was to ensure that the
portal appeals to children in terms of its theme, content and
user-friendliness. Another major consideration was the need to generate
reports – by processing data generated when users access the game resources
on the portal – for subsequent clinical assessment and treatment.
Fujitsu Asia worked closely with the educational and clinical psychologists
from IMH, to implement ROC-N-ASH as a role-play computer game, with the
portal providing a calendar of local events, articles and information on
mental wellness, as well as incorporating data analytic functions to churn
out information for follow-up medical analyses.
Games or other IT-based applications are potential methods to promote mental
well-being in innovative ways. “There is a continuous need to explore how
multimedia content could be applied to complement other areas of clinical
assessment and treatment,” added Siow. |
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