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Indigenous Adolescents’ Perception of an eMental Health Program (SPARX): Exploratory Qualitative Assessment

BACKGROUND: Depression is a major health issue for indigenous adolescents, yet there is little research conducted about the efficacy and development of psychological interventions for these populations. In New Zealand there is little known about taitamariki (Māori adolescent) opinions regarding the...

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Autores principales: Shepherd, Matthew, Merry, Sally, Lambie, Ian, Thompson, Andrew
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2018
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6053605/
https://www.ncbi.nlm.nih.gov/pubmed/29980495
http://dx.doi.org/10.2196/games.8752
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author Shepherd, Matthew
Merry, Sally
Lambie, Ian
Thompson, Andrew
author_facet Shepherd, Matthew
Merry, Sally
Lambie, Ian
Thompson, Andrew
author_sort Shepherd, Matthew
collection PubMed
description BACKGROUND: Depression is a major health issue for indigenous adolescents, yet there is little research conducted about the efficacy and development of psychological interventions for these populations. In New Zealand there is little known about taitamariki (Māori adolescent) opinions regarding the development and effectiveness of psychological interventions, let alone computerized cognitive behavioral therapy. SPARX (Smart, Positive, Active, Realistic, X-factor thoughts) is a computerized intervention developed in New Zealand to treat mild-to-moderate depression in young people. Users are engaged in a virtual 3D environment where they must complete missions to progress to the next level. In each level there are challenges and puzzles to completeIt was designed to appeal to all young people in New Zealand and incorporates several images and concepts that are specifically Māori. OBJECTIVE: The aim was to conduct an exploratory qualitative study of Māori adolescents’ opinions about the SPARX program. This is a follow-up to an earlier study where taitamariki opinions were gathered to inform the design of a computerized cognitive behavior therapy program. METHODS: Taitamariki were interviewed using a semistructured interview once they had completed work with the SPARX resource. Six participants agreed to complete the interview; the interviews ranged from 10 to 30 minutes. RESULTS: Taitamariki participating in the interviews found SPARX to be helpful. The Māori designs from the SPARX game were appropriate and useful, and the ability to customize the SPARX characters with Māori designs was beneficial and appeared to enhance cultural identity. These helped young people to feel engaged with SPARX which, in turn, assisted with the acquisition of relaxation and cognitive restructuring skills. Overall, using SPARX led to improved mood and increased levels of hope for the participants. In some instances, SPARX was used by wider whānau (Māori word for family) members with reported beneficial effect. CONCLUSIONS: Overall, this small group of Māori adolescents reported that cultural designs made it easier for them to engage with SPARX, which, in turn, led to an improvement in their mood and gave them hope. Further research is needed about how SPARX could be best used to support the families of these young people.
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spelling pubmed-60536052018-07-27 Indigenous Adolescents’ Perception of an eMental Health Program (SPARX): Exploratory Qualitative Assessment Shepherd, Matthew Merry, Sally Lambie, Ian Thompson, Andrew JMIR Serious Games Original Paper BACKGROUND: Depression is a major health issue for indigenous adolescents, yet there is little research conducted about the efficacy and development of psychological interventions for these populations. In New Zealand there is little known about taitamariki (Māori adolescent) opinions regarding the development and effectiveness of psychological interventions, let alone computerized cognitive behavioral therapy. SPARX (Smart, Positive, Active, Realistic, X-factor thoughts) is a computerized intervention developed in New Zealand to treat mild-to-moderate depression in young people. Users are engaged in a virtual 3D environment where they must complete missions to progress to the next level. In each level there are challenges and puzzles to completeIt was designed to appeal to all young people in New Zealand and incorporates several images and concepts that are specifically Māori. OBJECTIVE: The aim was to conduct an exploratory qualitative study of Māori adolescents’ opinions about the SPARX program. This is a follow-up to an earlier study where taitamariki opinions were gathered to inform the design of a computerized cognitive behavior therapy program. METHODS: Taitamariki were interviewed using a semistructured interview once they had completed work with the SPARX resource. Six participants agreed to complete the interview; the interviews ranged from 10 to 30 minutes. RESULTS: Taitamariki participating in the interviews found SPARX to be helpful. The Māori designs from the SPARX game were appropriate and useful, and the ability to customize the SPARX characters with Māori designs was beneficial and appeared to enhance cultural identity. These helped young people to feel engaged with SPARX which, in turn, assisted with the acquisition of relaxation and cognitive restructuring skills. Overall, using SPARX led to improved mood and increased levels of hope for the participants. In some instances, SPARX was used by wider whānau (Māori word for family) members with reported beneficial effect. CONCLUSIONS: Overall, this small group of Māori adolescents reported that cultural designs made it easier for them to engage with SPARX, which, in turn, led to an improvement in their mood and gave them hope. Further research is needed about how SPARX could be best used to support the families of these young people. JMIR Publications 2018-07-05 /pmc/articles/PMC6053605/ /pubmed/29980495 http://dx.doi.org/10.2196/games.8752 Text en ©Matthew Shepherd, Sally Merry, Ian Lambie, Andrew Thompson. Originally published in JMIR Serious Games (http://games.jmir.org), 05.07.2018. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), 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
Merry, Sally
Lambie, Ian
Thompson, Andrew
Indigenous Adolescents’ Perception of an eMental Health Program (SPARX): Exploratory Qualitative Assessment
title Indigenous Adolescents’ Perception of an eMental Health Program (SPARX): Exploratory Qualitative Assessment
title_full Indigenous Adolescents’ Perception of an eMental Health Program (SPARX): Exploratory Qualitative Assessment
title_fullStr Indigenous Adolescents’ Perception of an eMental Health Program (SPARX): Exploratory Qualitative Assessment
title_full_unstemmed Indigenous Adolescents’ Perception of an eMental Health Program (SPARX): Exploratory Qualitative Assessment
title_short Indigenous Adolescents’ Perception of an eMental Health Program (SPARX): Exploratory Qualitative Assessment
title_sort indigenous adolescents’ perception of an emental health program (sparx): exploratory qualitative assessment
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6053605/
https://www.ncbi.nlm.nih.gov/pubmed/29980495
http://dx.doi.org/10.2196/games.8752
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