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New Zealand’s 10-Year Mental Health Strategy Places Digital Mental Health Within the Future System of Care

eMHIC in News Article
New Zealand’s Ministry of Health has released its Mental Health and Wellbeing Strategy 2026–2036, establishing a ten-year direction for mental health, addiction and wellbeing across the country. Published on 6 August 2026, it is the country’s first legislatively mandated long-term

eMHIC Brings Global Digital Mental Health Perspectives to New Zealand Clinical Senate

eMHIC in News Article
On Friday 21 August, 2026, eMHIC Executive Director Anil Thapliyal shared global digital mental health perspectives at the third New Zealand Clinical Senate, contributing to discussions on improving health outcomes and life trajectories for children and young people across Aotearoa

SAMHSA Report Examines AI in Mental Health Services

eMHIC in Report
A 2026 report from the Substance Abuse and Mental Health Services Administration (SAMHSA) explores the opportunities, risks and policy considerations surrounding the rapidly growing use of AI in mental health and substance use services.

New Research Explores the Future of AI Regulation in Digital Mental Health

eMHIC in News Article
A new review published in DIGITAL HEALTH examines how regulatory approaches will need to evolve as artificial intelligence becomes increasingly embedded in digital mental health technologies.

From Evidence to Implementation: Scaling Supportive Text Messaging Across Canada’s Mental Health Systems

eMHIC in News Article
A new Canadian study is making the case for moving evidence-based supportive text messaging beyond pilots and into routine mental health care, identifying practical opportunities to strengthen continuity of care while extending the reach of existing services.

From Leadership Exchange to Leadership in Action: What Comes Next for GLE

Steve Appleton from GLE in Thought Leadership

GETBETTERGAMES.COM, a startup AI driven gamified digital health platform dedicated to transforming healthcare through gamification.  

Robert Willem Cats in Case Study
The getbettergames-platform aims to become the world’s leading one-stop platform solution for evidence-based and clinically validated serious games, immersive (VR) simulations, and AI-driven digital health solutions that empower people to take greater control of their physical and mental wellbeing.

What De-identification Misses: Trust and Secondary Use in Digital Mental Health

Cindy Hansen in Thought Leadership
This article explores the governance gap that emerges when de-identified mental health records are linked, analysed, and reused, and asks how obligations of trust and confidentiality should follow what has been learned about a person.

Promise and Pressure: Building Digital Mental Health People Can Trust

Maureen Abbott in Framework, Thought Leadership
Digital mental health is creating new pathways to care, connection and earlier intervention, but its promise depends on whether people can trust the technologies they use. Maureen Abbott explores how safety, evidence, equity and human-centred design can help ensure digital

Pipi-in-Your-Pocket: Co-Designing Digital Wellbeing with Young People

Miriam Swanson in Case Study
Real shares how co-design with young people and frontline staff shaped Pipi-in-Your-Pocket, a digital wellbeing tool designed to strengthen connection, support and continuity of care between face-to-face sessions.

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