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The Design and Relevance of a Computerized Gamified Depression Therapy Program for Indigenous Māori Adolescents

BACKGROUND: Depression is a major health issue among Māori indigenous adolescents, yet there has been little investigation into the relevance or effectiveness of psychological treatments for them. Further, consumer views are critical for engagement and adherence to therapy. However, there is little...

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Autores principales: Shepherd, Matthew, Fleming, Theresa, Lucassen, Mathijs, Stasiak, Karolina, Lambie, Ian, Merry, Sally N
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications Inc. 2015
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4392467/
https://www.ncbi.nlm.nih.gov/pubmed/25736225
http://dx.doi.org/10.2196/games.3804
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author Shepherd, Matthew
Fleming, Theresa
Lucassen, Mathijs
Stasiak, Karolina
Lambie, Ian
Merry, Sally N
author_facet Shepherd, Matthew
Fleming, Theresa
Lucassen, Mathijs
Stasiak, Karolina
Lambie, Ian
Merry, Sally N
author_sort Shepherd, Matthew
collection PubMed
description BACKGROUND: Depression is a major health issue among Māori indigenous adolescents, yet there has been little investigation into the relevance or effectiveness of psychological treatments for them. Further, consumer views are critical for engagement and adherence to therapy. However, there is little research regarding indigenous communities’ opinions about psychological interventions for depression. OBJECTIVE: The objective of this study was to conduct semistructured interviews with Māori (indigenous New Zealand) young people (taitamariki) and their families to find out their opinions of a prototype computerized cognitive behavioral therapy (cCBT) program called Smart, Positive, Active, Realistic, X-factor thoughts (SPARX), a free online computer game intended to help young persons with mild to moderate depression, feeling down, stress or anxiety. The program will teach them how to resolve their issues on their own using Cognitive Behavioural Therapy as psychotherapeutic approach. METHODS: There were seven focus groups on the subject of the design and cultural relevance of SPARX that were held, with a total of 26 participants (19 taitamarki, 7 parents/caregivers, all Māori). There were five of the groups that were with whānau (family groups) (n=14), one group was with Māori teenage mothers (n=4), and one group was with taitamariki (n=8). The general inductive approach was used to analyze focus group data. RESULTS: SPARX computerized therapy has good face validity and is seen as potentially effective and appealing for Māori people. Cultural relevance was viewed as being important for the engagement of Māori young people with SPARX. Whānau are important for young peoples’ well-being. Participants generated ideas for improving SPARX for Māori and for the inclusion of whānau in its delivery. CONCLUSIONS: SPARX computerized therapy had good face validity for indigenous young people and families. In general, Māori participants were positive about the SPARX prototype and considered it both appealing and applicable to them. The results of this study were used to refine SPARX prior to it being delivered to taitamariki and non-Māori young people. TRIAL REGISTRATION: The New Zealand Northern Y Regional Ethics Committee; http://ethics.health.govt.nz/home; NTY/09/003; (Archived by WebCite at http://www.webcitation/6VYgHXKaR).
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spelling pubmed-43924672015-04-23 The Design and Relevance of a Computerized Gamified Depression Therapy Program for Indigenous Māori Adolescents Shepherd, Matthew Fleming, Theresa Lucassen, Mathijs Stasiak, Karolina Lambie, Ian Merry, Sally N JMIR Serious Games Original Paper BACKGROUND: Depression is a major health issue among Māori indigenous adolescents, yet there has been little investigation into the relevance or effectiveness of psychological treatments for them. Further, consumer views are critical for engagement and adherence to therapy. However, there is little research regarding indigenous communities’ opinions about psychological interventions for depression. OBJECTIVE: The objective of this study was to conduct semistructured interviews with Māori (indigenous New Zealand) young people (taitamariki) and their families to find out their opinions of a prototype computerized cognitive behavioral therapy (cCBT) program called Smart, Positive, Active, Realistic, X-factor thoughts (SPARX), a free online computer game intended to help young persons with mild to moderate depression, feeling down, stress or anxiety. The program will teach them how to resolve their issues on their own using Cognitive Behavioural Therapy as psychotherapeutic approach. METHODS: There were seven focus groups on the subject of the design and cultural relevance of SPARX that were held, with a total of 26 participants (19 taitamarki, 7 parents/caregivers, all Māori). There were five of the groups that were with whānau (family groups) (n=14), one group was with Māori teenage mothers (n=4), and one group was with taitamariki (n=8). The general inductive approach was used to analyze focus group data. RESULTS: SPARX computerized therapy has good face validity and is seen as potentially effective and appealing for Māori people. Cultural relevance was viewed as being important for the engagement of Māori young people with SPARX. Whānau are important for young peoples’ well-being. Participants generated ideas for improving SPARX for Māori and for the inclusion of whānau in its delivery. CONCLUSIONS: SPARX computerized therapy had good face validity for indigenous young people and families. In general, Māori participants were positive about the SPARX prototype and considered it both appealing and applicable to them. The results of this study were used to refine SPARX prior to it being delivered to taitamariki and non-Māori young people. TRIAL REGISTRATION: The New Zealand Northern Y Regional Ethics Committee; http://ethics.health.govt.nz/home; NTY/09/003; (Archived by WebCite at http://www.webcitation/6VYgHXKaR). JMIR Publications Inc. 2015-03-03 /pmc/articles/PMC4392467/ /pubmed/25736225 http://dx.doi.org/10.2196/games.3804 Text en ©Matthew Shepherd, Theresa Fleming, Mathijs Lucassen, Karolina Stasiak, Ian Lambie, Sally N Merry. Originally published in JMIR Serious Games (http://games.jmir.org), 03.03.2015. http://creativecommons.org/licenses/by/2.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Shepherd, Matthew
Fleming, Theresa
Lucassen, Mathijs
Stasiak, Karolina
Lambie, Ian
Merry, Sally N
The Design and Relevance of a Computerized Gamified Depression Therapy Program for Indigenous Māori Adolescents
title The Design and Relevance of a Computerized Gamified Depression Therapy Program for Indigenous Māori Adolescents
title_full The Design and Relevance of a Computerized Gamified Depression Therapy Program for Indigenous Māori Adolescents
title_fullStr The Design and Relevance of a Computerized Gamified Depression Therapy Program for Indigenous Māori Adolescents
title_full_unstemmed The Design and Relevance of a Computerized Gamified Depression Therapy Program for Indigenous Māori Adolescents
title_short The Design and Relevance of a Computerized Gamified Depression Therapy Program for Indigenous Māori Adolescents
title_sort design and relevance of a computerized gamified depression therapy program for indigenous māori adolescents
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4392467/
https://www.ncbi.nlm.nih.gov/pubmed/25736225
http://dx.doi.org/10.2196/games.3804
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