Cargando…

A Cognitive Behavioral Therapy–, Biofeedback-, and Game-Based eHealth Intervention to Treat Anxiety in Children and Young People With Long-Term Physical Conditions (Starship Rescue): Co-design and Open Trial

BACKGROUND: Approximately 10%-12% of New Zealand children and young people have long-term physical conditions (chronic illnesses) and are more likely to develop psychological problems, particularly anxiety and depression. Delayed treatment leads to worse health care and poorer long-term outcomes. Re...

Descripción completa

Detalles Bibliográficos
Autores principales: Thabrew, Hiran, Stasiak, Karolina, Kumar, Harshali, Naseem, Tarique, Frampton, Christopher, Merry, Sally
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8501411/
https://www.ncbi.nlm.nih.gov/pubmed/34559053
http://dx.doi.org/10.2196/26084
_version_ 1784580677322145792
author Thabrew, Hiran
Stasiak, Karolina
Kumar, Harshali
Naseem, Tarique
Frampton, Christopher
Merry, Sally
author_facet Thabrew, Hiran
Stasiak, Karolina
Kumar, Harshali
Naseem, Tarique
Frampton, Christopher
Merry, Sally
author_sort Thabrew, Hiran
collection PubMed
description BACKGROUND: Approximately 10%-12% of New Zealand children and young people have long-term physical conditions (chronic illnesses) and are more likely to develop psychological problems, particularly anxiety and depression. Delayed treatment leads to worse health care and poorer long-term outcomes. Recently, eHealth interventions, especially those based on principles of cognitive behavioral therapy and biofeedback, have been shown to be moderately effective in reducing anxiety. However, these modalities have rarely been combined. Young people have expressed a preference for well-designed and technology-based support to deal with psychological issues. OBJECTIVE: This study aims to co-design and evaluate the acceptability and usability of a cognitive behavioral therapy and biofeedback-based, 5-module eHealth game called Starship Rescue and to provide preliminary evidence regarding its effectiveness in addressing anxiety and quality of life in young people with long-term physical conditions. METHODS: Starship Rescue was co-designed with 15 children and young people from a tertiary hospital in New Zealand. Following this, 24 others aged 10-17 years participated in an open trial of the game, accessing it over an 8-week period. The acceptability of the game to all participants was assessed using a brief, open-ended questionnaire. More detailed feedback was obtained from a subset of 10 participants via semistructured interviews. Usability was evaluated via device-recorded frequency and duration of access on completion of the game and the System Usability Scale. Anxiety levels were measured at baseline, completion, and 3 months after completion of the game using the Generalized Anxiety Disorder 7-item scale and Spence Child Anxiety Scale, and at the start of each module and on completion using an embedded Likert visual analog scale. Quality of life was measured at baseline, completion, and 3 months after completion using the Pediatric Quality of Life Inventory scale. RESULTS: Users gave Starship Rescue an overall rating of 5.9 out of 10 (range 3-10) and a mean score of 71 out of 100 (SD 11.7; minimum 47.5; maximum 90) on the System Usability Scale. The mean period for the use of the game was just over 11 weeks (78.8 days, 13.5 hours, 40 minutes). Significant reductions in anxiety were noted between the start and end of the game on the Generalized Anxiety Disorder 7-item scale (−4.6; P<.001), Spence Child Anxiety Scale (−9.6; P=.005), and the Likert visual analog scales (−2.4; P=.001). Quality of life also improved on the Pediatric Quality of Life Inventory scale (+4.3; P=.04). All changes were sustained at the 3-month follow-up. CONCLUSIONS: This study provides preliminary evidence for Starship Rescue as an acceptable, usable, and effective eHealth intervention for treating anxiety in young people with long-term physical conditions. Further evaluation is planned via a randomized controlled trial. TRIAL REGISTRATION: Australian New Zealand Clinical Trials Network Registry (ANZCTR) ACTRN12616001253493; https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=371443
format Online
Article
Text
id pubmed-8501411
institution National Center for Biotechnology Information
language English
publishDate 2021
publisher JMIR Publications
record_format MEDLINE/PubMed
spelling pubmed-85014112021-11-01 A Cognitive Behavioral Therapy–, Biofeedback-, and Game-Based eHealth Intervention to Treat Anxiety in Children and Young People With Long-Term Physical Conditions (Starship Rescue): Co-design and Open Trial Thabrew, Hiran Stasiak, Karolina Kumar, Harshali Naseem, Tarique Frampton, Christopher Merry, Sally JMIR Serious Games Original Paper BACKGROUND: Approximately 10%-12% of New Zealand children and young people have long-term physical conditions (chronic illnesses) and are more likely to develop psychological problems, particularly anxiety and depression. Delayed treatment leads to worse health care and poorer long-term outcomes. Recently, eHealth interventions, especially those based on principles of cognitive behavioral therapy and biofeedback, have been shown to be moderately effective in reducing anxiety. However, these modalities have rarely been combined. Young people have expressed a preference for well-designed and technology-based support to deal with psychological issues. OBJECTIVE: This study aims to co-design and evaluate the acceptability and usability of a cognitive behavioral therapy and biofeedback-based, 5-module eHealth game called Starship Rescue and to provide preliminary evidence regarding its effectiveness in addressing anxiety and quality of life in young people with long-term physical conditions. METHODS: Starship Rescue was co-designed with 15 children and young people from a tertiary hospital in New Zealand. Following this, 24 others aged 10-17 years participated in an open trial of the game, accessing it over an 8-week period. The acceptability of the game to all participants was assessed using a brief, open-ended questionnaire. More detailed feedback was obtained from a subset of 10 participants via semistructured interviews. Usability was evaluated via device-recorded frequency and duration of access on completion of the game and the System Usability Scale. Anxiety levels were measured at baseline, completion, and 3 months after completion of the game using the Generalized Anxiety Disorder 7-item scale and Spence Child Anxiety Scale, and at the start of each module and on completion using an embedded Likert visual analog scale. Quality of life was measured at baseline, completion, and 3 months after completion using the Pediatric Quality of Life Inventory scale. RESULTS: Users gave Starship Rescue an overall rating of 5.9 out of 10 (range 3-10) and a mean score of 71 out of 100 (SD 11.7; minimum 47.5; maximum 90) on the System Usability Scale. The mean period for the use of the game was just over 11 weeks (78.8 days, 13.5 hours, 40 minutes). Significant reductions in anxiety were noted between the start and end of the game on the Generalized Anxiety Disorder 7-item scale (−4.6; P<.001), Spence Child Anxiety Scale (−9.6; P=.005), and the Likert visual analog scales (−2.4; P=.001). Quality of life also improved on the Pediatric Quality of Life Inventory scale (+4.3; P=.04). All changes were sustained at the 3-month follow-up. CONCLUSIONS: This study provides preliminary evidence for Starship Rescue as an acceptable, usable, and effective eHealth intervention for treating anxiety in young people with long-term physical conditions. Further evaluation is planned via a randomized controlled trial. TRIAL REGISTRATION: Australian New Zealand Clinical Trials Network Registry (ANZCTR) ACTRN12616001253493; https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=371443 JMIR Publications 2021-09-24 /pmc/articles/PMC8501411/ /pubmed/34559053 http://dx.doi.org/10.2196/26084 Text en ©Hiran Thabrew, Karolina Stasiak, Harshali Kumar, Tarique Naseem, Christopher Frampton, Sally Merry. Originally published in JMIR Serious Games (https://games.jmir.org), 24.09.2021. 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 https://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Thabrew, Hiran
Stasiak, Karolina
Kumar, Harshali
Naseem, Tarique
Frampton, Christopher
Merry, Sally
A Cognitive Behavioral Therapy–, Biofeedback-, and Game-Based eHealth Intervention to Treat Anxiety in Children and Young People With Long-Term Physical Conditions (Starship Rescue): Co-design and Open Trial
title A Cognitive Behavioral Therapy–, Biofeedback-, and Game-Based eHealth Intervention to Treat Anxiety in Children and Young People With Long-Term Physical Conditions (Starship Rescue): Co-design and Open Trial
title_full A Cognitive Behavioral Therapy–, Biofeedback-, and Game-Based eHealth Intervention to Treat Anxiety in Children and Young People With Long-Term Physical Conditions (Starship Rescue): Co-design and Open Trial
title_fullStr A Cognitive Behavioral Therapy–, Biofeedback-, and Game-Based eHealth Intervention to Treat Anxiety in Children and Young People With Long-Term Physical Conditions (Starship Rescue): Co-design and Open Trial
title_full_unstemmed A Cognitive Behavioral Therapy–, Biofeedback-, and Game-Based eHealth Intervention to Treat Anxiety in Children and Young People With Long-Term Physical Conditions (Starship Rescue): Co-design and Open Trial
title_short A Cognitive Behavioral Therapy–, Biofeedback-, and Game-Based eHealth Intervention to Treat Anxiety in Children and Young People With Long-Term Physical Conditions (Starship Rescue): Co-design and Open Trial
title_sort cognitive behavioral therapy–, biofeedback-, and game-based ehealth intervention to treat anxiety in children and young people with long-term physical conditions (starship rescue): co-design and open trial
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8501411/
https://www.ncbi.nlm.nih.gov/pubmed/34559053
http://dx.doi.org/10.2196/26084
work_keys_str_mv AT thabrewhiran acognitivebehavioraltherapybiofeedbackandgamebasedehealthinterventiontotreatanxietyinchildrenandyoungpeoplewithlongtermphysicalconditionsstarshiprescuecodesignandopentrial
AT stasiakkarolina acognitivebehavioraltherapybiofeedbackandgamebasedehealthinterventiontotreatanxietyinchildrenandyoungpeoplewithlongtermphysicalconditionsstarshiprescuecodesignandopentrial
AT kumarharshali acognitivebehavioraltherapybiofeedbackandgamebasedehealthinterventiontotreatanxietyinchildrenandyoungpeoplewithlongtermphysicalconditionsstarshiprescuecodesignandopentrial
AT naseemtarique acognitivebehavioraltherapybiofeedbackandgamebasedehealthinterventiontotreatanxietyinchildrenandyoungpeoplewithlongtermphysicalconditionsstarshiprescuecodesignandopentrial
AT framptonchristopher acognitivebehavioraltherapybiofeedbackandgamebasedehealthinterventiontotreatanxietyinchildrenandyoungpeoplewithlongtermphysicalconditionsstarshiprescuecodesignandopentrial
AT merrysally acognitivebehavioraltherapybiofeedbackandgamebasedehealthinterventiontotreatanxietyinchildrenandyoungpeoplewithlongtermphysicalconditionsstarshiprescuecodesignandopentrial
AT thabrewhiran cognitivebehavioraltherapybiofeedbackandgamebasedehealthinterventiontotreatanxietyinchildrenandyoungpeoplewithlongtermphysicalconditionsstarshiprescuecodesignandopentrial
AT stasiakkarolina cognitivebehavioraltherapybiofeedbackandgamebasedehealthinterventiontotreatanxietyinchildrenandyoungpeoplewithlongtermphysicalconditionsstarshiprescuecodesignandopentrial
AT kumarharshali cognitivebehavioraltherapybiofeedbackandgamebasedehealthinterventiontotreatanxietyinchildrenandyoungpeoplewithlongtermphysicalconditionsstarshiprescuecodesignandopentrial
AT naseemtarique cognitivebehavioraltherapybiofeedbackandgamebasedehealthinterventiontotreatanxietyinchildrenandyoungpeoplewithlongtermphysicalconditionsstarshiprescuecodesignandopentrial
AT framptonchristopher cognitivebehavioraltherapybiofeedbackandgamebasedehealthinterventiontotreatanxietyinchildrenandyoungpeoplewithlongtermphysicalconditionsstarshiprescuecodesignandopentrial
AT merrysally cognitivebehavioraltherapybiofeedbackandgamebasedehealthinterventiontotreatanxietyinchildrenandyoungpeoplewithlongtermphysicalconditionsstarshiprescuecodesignandopentrial