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Fortune

A study by graduate student Evan Soltas and Gopi Shah Goda, deputy director of Stanford’s Institute for Economic Policy Research, explores the economic toll of Covid-19, including acute illness and long Covid, reports Erin Prater for Fortune. The paper “also looks at the impact of other Covid-related medical consequences like organ damage, mental health issues, new kidney and heart problems, and the worsening of preexisting illness, in addition to the phenomenon of Covid forcing older workers into early retirement,” explains Prater.

Fast Company

Craig Ferguson, a full stack developer at the MIT Media Lab, has developed a mobile mental health game, dubbed Paradise Island, that sends users on real-life missions in exchange for rewards and is based on a type of therapy called behavioral  activation, reports Elissaveta Brandon for Fast Company. “One of the goals behind the app is to teach people a lesson, to help them build skills and resilience,” Ferguson says. “If you do this enough, that reflection step is to make people realize ‘When I was feeling bad, I really didn’t think running would help, but it did,’ and remember that.”

Fast Company

Rob Morris PhD ’14 has dedicated his career to easing access to mental health services online, reports Shalene Gupta for Fast Company. “When you search for a flight on Google, you get directed to these options that make you instantly buy a flight,” he says. “The interface is beautiful. But when you look up mental health, it’s not great. I want to do for mental health what Google did for flights.”

CNN

A new study by researchers from MIT and other institutions finds that the number of suicides among adolescents ages 10-19 increased in five states during the Covid-19 pandemic, reports Kristen Rogers for CNN. Graduate student Marie-Laure Charpignon notes that “the findings highlight the need to pay attention to any behaviors adolescents show that can signal suicidal thoughts,” writes Rogers.

US News & World Report

Graduate student Marie-Laure Charpignon led a study which found the proportion of overall suicides that occurred among young people increased by 10% in 2020 compared to the average share over the pre-pandemic period, reports Steven Ross Johnson for U.S. News & World Report. “Charpignon says her study’s findings, as well as previous research, raise questions as to whether more suicide prevention and intervention resources dedicated toward helping adults should be reallocated to address mental health issues among youth,” writes Johnson.

NBC News

Graduate student Marie-Laure Charpignon co-authored a new study that found adolescent suicide accounted for a larger share of suicides across 14 states in 2020 and raises “the question of a possible link between teen suicide rates and Covid-related grief” reports Aria Bendix for NBC News. “We can’t deny that this is a massive casualty event, and it may affect kids differently,” said Charpignon.

Popular Science

Using machine learning techniques, MIT researchers analyzed social media sentiment around the world during the early days of the Covid-19 pandemic and found that the “pandemic precipitated a dramatic drop in happiness,” reports Charlotte Hu for Popular Science. “We wanted to do this global study to compare different countries because they were hit by the pandemic at different times,” explains Prof. Siqi Zheng, “and they have different cultures, different political systems, and different healthcare systems.”

The Economist

A new study by MIT researchers finds that mediation apps may have benefits for users in reducing anxiety and depression, reports The Economist. “Access to the app reduced the share of participants with moderate or severe anxiety by 13 percentage points, or 50%, compared to the control group. The share of participants with moderate or severe depression fell by 14 percentage points, or 47%.”

Fast Company

Writing for Fast Company, Prof. Erin Kelly emphasizes the need for employers to implement management practices that support the health and wellness of employees. “Forward-thinking business leaders can adopt sound strategies to reduce the negative impact common management practices have on employee health and well-being,” writes Kelly.

Fast Company

“The Guardians: Unite the Realms,” a video game developed by Media Lab developer Craig Ferguson, has been awarded Fast Company’s 20201 Innovation by Design award in the Wellness category. The game employs behavioral activation techniques to address mental health, allowing players to advance when they’ve completed tasks such as going on a walk or drawing a picture.

Boston Globe

Writing for The Boston Globe, Gregg Martin SM ’88, PhD ’92, a retired two-star Army general and former president of the National Defense University, shares his concern for the mental health of Afghanistan war veterans. “While most troops are justifiably proud of what they did at the tactical, local level, they’re now seeing their efforts go up in smoke,” writes Martin. “They’re angry, sad, hurting, and confused, and I fear that the mental health of some of them will unravel so unrelentingly they’ll take their own lives.”

Wired

Wired reporter Matt Reynolds spotlights how several MIT researchers have been studying the neurological impacts of loneliness and social isolation.

Forbes

Forbes contributor Jack Kelly spotlights Ginger, an MIT startup that has created “a smartphone-based technology app helps identify patterns of anxiety, stress and depression.”

Smithsonian Magazine

Smithsonian reporter Rasha Aridi writes that MIT researchers have found that longing for social interaction elicits a similar neurological response to a hungry person craving food. The researchers found that “after a day of fasting, they noted that they were uncomfortable and had intense food cravings. After social isolation, they felt lonely and unhappy and yearned for interactions.”

Fortune

A new study by MIT researchers finds that lack of social contact can lead many people to crave interactions in a similar manner as they do when experiencing hunger, reports Katherine Dunn for Fortune. The researchers found that “10 hours without any social contact, for many people, led to a kind of psychological and physical craving that's on the same level of intensity as 10 waking hours without food.”