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A pilot evaluation of the SPARX-R gaming intervention for preventing depression and improving wellbeing among adolescents in alternative education

AIM: The use of computerized mental health programs with vulnerable youth, such as early school leavers, remains relatively unstudied. This pilot study examined the feasibility of delivering a computerized cognitive behavioral therapy (cCBT) gaming intervention (SPARX-R) for young people (age 15–20 ...

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Detalles Bibliográficos
Autores principales: Kuosmanen, T., Fleming, T.M., Newell, J., Barry, M.M.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier 2017
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6096202/
https://www.ncbi.nlm.nih.gov/pubmed/30135827
http://dx.doi.org/10.1016/j.invent.2017.03.004
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author Kuosmanen, T.
Fleming, T.M.
Newell, J.
Barry, M.M.
author_facet Kuosmanen, T.
Fleming, T.M.
Newell, J.
Barry, M.M.
author_sort Kuosmanen, T.
collection PubMed
description AIM: The use of computerized mental health programs with vulnerable youth, such as early school leavers, remains relatively unstudied. This pilot study examined the feasibility of delivering a computerized cognitive behavioral therapy (cCBT) gaming intervention (SPARX-R) for young people (age 15–20 years) who have left school early and are attending Youthreach, an alternative education (AE) program in Ireland. METHOD: Students (n = 146) from twenty-one Youthreach Centers were randomized to SPARX-R and no-intervention control. All students within the group were included in the study whether or not they were exhibiting heightened levels of depression. Program impact was examined on both negative and positive indicators of mental health, including depression (primary outcome), generalized anxiety, general mental wellbeing, coping and emotion regulation. Assessments were conducted at baseline and post-intervention (7 weeks). Participants that provided data at post-assessment (n = 66) were included in the analysis. RESULTS: The participants completed on average 5.3 modules of SPARX-R with 30% (n = 9) completing the entire program. A significant improvement in emotion regulation strategies was detected, with expressive suppression decreasing significantly in the SPARX-R group in comparison to the control (− 2.97, 95% CI − 5.48 to − 0.46, p = 0.03). CONCLUSIONS: Findings suggest that SPARX-R has a positive impact on emotion regulation. The lack of significant findings on other outcome measures may be attributed to inadequate sample size, and therefore, further research with larger samples are required to establish the effectiveness of the program in reducing depression and anxiety and improving psychological wellbeing among young people attending AE.
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spelling pubmed-60962022018-08-22 A pilot evaluation of the SPARX-R gaming intervention for preventing depression and improving wellbeing among adolescents in alternative education Kuosmanen, T. Fleming, T.M. Newell, J. Barry, M.M. Internet Interv Full length Article AIM: The use of computerized mental health programs with vulnerable youth, such as early school leavers, remains relatively unstudied. This pilot study examined the feasibility of delivering a computerized cognitive behavioral therapy (cCBT) gaming intervention (SPARX-R) for young people (age 15–20 years) who have left school early and are attending Youthreach, an alternative education (AE) program in Ireland. METHOD: Students (n = 146) from twenty-one Youthreach Centers were randomized to SPARX-R and no-intervention control. All students within the group were included in the study whether or not they were exhibiting heightened levels of depression. Program impact was examined on both negative and positive indicators of mental health, including depression (primary outcome), generalized anxiety, general mental wellbeing, coping and emotion regulation. Assessments were conducted at baseline and post-intervention (7 weeks). Participants that provided data at post-assessment (n = 66) were included in the analysis. RESULTS: The participants completed on average 5.3 modules of SPARX-R with 30% (n = 9) completing the entire program. A significant improvement in emotion regulation strategies was detected, with expressive suppression decreasing significantly in the SPARX-R group in comparison to the control (− 2.97, 95% CI − 5.48 to − 0.46, p = 0.03). CONCLUSIONS: Findings suggest that SPARX-R has a positive impact on emotion regulation. The lack of significant findings on other outcome measures may be attributed to inadequate sample size, and therefore, further research with larger samples are required to establish the effectiveness of the program in reducing depression and anxiety and improving psychological wellbeing among young people attending AE. Elsevier 2017-03-29 /pmc/articles/PMC6096202/ /pubmed/30135827 http://dx.doi.org/10.1016/j.invent.2017.03.004 Text en © 2017 The Authors http://creativecommons.org/licenses/by-nc-nd/4.0/ This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).
spellingShingle Full length Article
Kuosmanen, T.
Fleming, T.M.
Newell, J.
Barry, M.M.
A pilot evaluation of the SPARX-R gaming intervention for preventing depression and improving wellbeing among adolescents in alternative education
title A pilot evaluation of the SPARX-R gaming intervention for preventing depression and improving wellbeing among adolescents in alternative education
title_full A pilot evaluation of the SPARX-R gaming intervention for preventing depression and improving wellbeing among adolescents in alternative education
title_fullStr A pilot evaluation of the SPARX-R gaming intervention for preventing depression and improving wellbeing among adolescents in alternative education
title_full_unstemmed A pilot evaluation of the SPARX-R gaming intervention for preventing depression and improving wellbeing among adolescents in alternative education
title_short A pilot evaluation of the SPARX-R gaming intervention for preventing depression and improving wellbeing among adolescents in alternative education
title_sort pilot evaluation of the sparx-r gaming intervention for preventing depression and improving wellbeing among adolescents in alternative education
topic Full length Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6096202/
https://www.ncbi.nlm.nih.gov/pubmed/30135827
http://dx.doi.org/10.1016/j.invent.2017.03.004
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