New diagnostic tools and treatments
Virtual Reality therapies, Avatar Therapy, and disorder-specific apps. Technologies used for innovative delivery of more traditional forms of therapy such as CBT. Machine learning and AI for decision-making support.

Research
If you're going to criticise a lack of evidence-base, then you should try to do something about it. We want to increase awareness of the most recent findings, and support research to strengthen the evidence base for the mental health aspects of new technology use.

Internet use including Social Media and Big Data
There are concerns about the effects of social media use, particularly for young people, but without convincing evidence that it is a central factor in any mental health issues. We want to support people to use social media positively, including the use to fight stigma by sharing experiences of mental ill health and wellness. We also want to

Education & Recruitment
We want to support medical education, including via direct and online educational events. Medical students are attracted by areas of technological innovation, so highlighting this area of professional practice could support recruitment. We also want to be outward-looking to the video games and tech industries, raising awareness of the importance of access to mental health support and treatment as well as tackling stigma and negative representations of people with mental illness.

Gaming
The video games industry is the biggest entertainment industry in the world and authentic portrayal of mental health problems can help to combat stigma. Video games are frequently linked to mental health problems including aggression and behavioural addiction, and ICD-11 has included the diagnosis of Gaming Disorder. But there are also many examples of video games helping people with mental health problems ranging from autism to social anxiety. We want to promote mental wellbeing in the gaming community.

(other things)
wearable technology
body augmentation
robotics
augmented reality
dwindling privacy
online personas
‘second lives’
