We work with communities to better understand the barriers to help-seeking, and find ways to end the stigma towards people with addiction and the unnecessary delays in seeking treatment through early intervention approaches.
It takes on average 27 years before people recover from alcohol problems, and less than 10 percent of those who experience alcohol and other drugs or gambling issues ever seek professional treatment.
- Dennis et al 2005.
Empowering health systems
Beyond the Emergency Project
Investigating acute male mental health presentations to ambulance services and identifies opportunities to improve mental health support for men.
Gambling and Mental Illness Study
Understanding barriers to responding to gambling problems by clinicians, and the rates of gambling problems amongst people seeking treatment for mental illness.
Did not attend
Exploring whether adopting behaviour-change prompts can increase attendance rates in addiction treatment services.
Enhancing the capacity of pharmacists to provide overdose prevention and naloxone information to people who are prescribed opioids for chronic pain.
Health 4 Her Trial
Health4Her examines alcohol consumption and the opportunities for alcohol health promotion intervention among women who have attended breast screening services.
Gambling Self-help Study
Developing self-help gambling strategies and actions used by problems gamblers to determine the uptake and helpfulness of these within the Australian context.
Gambling Intervention at Venues Trial
Investigating the impact of evidence-based action and coping planning intervention in Victorian gambling venues, and examines a range of strategies that gamblers use to stick to their limits.
Making the Link Trial
Evaluating the effectiveness of a school-based intervention that aims to help adolescents overcome barriers to seeking professional help for mental health and substance use problems.
Experiences of online care
Experiences of care
Exploring the effectiveness of care of online counselling services from the provider and user experience.