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Video Game to Attenuate Pandemic-Related Stress From an Equity Lens: Development and Usability Study

BACKGROUND: The emergence of the novel coronavirus (COVID-19) has introduced additional pressures on an already fragile mental health care system due to a significant rise in depression, anxiety, and stress among Canadians. Although cognitive behavioral therapy (CBT) is known to be an efficacious tr...

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Autores principales: Minian, Nadia, Saiva, Anika, Gayapersad, Allison, Dragonetti, Rosa, Proulx, Catherine, Debergue, Patricia, Lecce, Julia, Hussain, Sarwar, Desjardins, Eric, Selby, Peter
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9136657/
https://www.ncbi.nlm.nih.gov/pubmed/35413001
http://dx.doi.org/10.2196/36820
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author Minian, Nadia
Saiva, Anika
Gayapersad, Allison
Dragonetti, Rosa
Proulx, Catherine
Debergue, Patricia
Lecce, Julia
Hussain, Sarwar
Desjardins, Eric
Selby, Peter
author_facet Minian, Nadia
Saiva, Anika
Gayapersad, Allison
Dragonetti, Rosa
Proulx, Catherine
Debergue, Patricia
Lecce, Julia
Hussain, Sarwar
Desjardins, Eric
Selby, Peter
author_sort Minian, Nadia
collection PubMed
description BACKGROUND: The emergence of the novel coronavirus (COVID-19) has introduced additional pressures on an already fragile mental health care system due to a significant rise in depression, anxiety, and stress among Canadians. Although cognitive behavioral therapy (CBT) is known to be an efficacious treatment to reduce such mental health issues, few people have access to CBT in an engaging and sustainable manner. To address this gap, a collaboration between the Centre for Addiction and Mental Health (CAMH) and the National Research Council of Canada (NRC) developed CBT-based self-led, online, clinician-tested modules in the form of a video game, named Legend of Evelys, and evaluated its usability in the attenuation of a COVID-19–related increase in stress. OBJECTIVE: We here present the conceptualization and design of new self-care modules in the form of a video game, its implementation in a technological infrastructure, and inclusivity and privacy considerations that informed the development. A usability study of the modules was performed to assess the video game’s usability, user engagement, and user perceptions. METHODS: The development of the video game involved establishment of a technology infrastructure for secure implementation of the software for the modules and a clinician-led assessment of the clinical utility of these modules through two “whiteboard” sessions. The usability study was informed by a mixed methods sequential explanatory design to evaluate the intervention of the mobile app through two distinct phases: quantitative data collection using in-app analytics data and two surveys, followed by qualitative data collection by semistructured interviews. RESULTS: A total of 32 participants trialed the app for 2 weeks. They used the video game an average of six times and rated the game as “good” based on the Systems Usability Scale score. In terms of stress reduction, the study demonstrated a significant difference in the participants’ Perceived Stress Scale score at baseline (mean 22.14, SD 6.187) compared with that at the 2-week follow-up (mean 18.04, SD 6.083; t(27)=3.628, P=.001). Qualitative interviews helped participants identify numerous functionality issues and provided specific recommendations, most of which were successfully integrated into the video game for future release. CONCLUSIONS: Through this collaboration, we have established that it is possible to incorporate CBT exercises into a video game and have these exercises adopted to address stress. While video games are a promising strategy to help people with their stress and anxiety, there is a further need to examine the real-world effectiveness of the Legend of Evelys in reducing anxiety.
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spelling pubmed-91366572022-05-28 Video Game to Attenuate Pandemic-Related Stress From an Equity Lens: Development and Usability Study Minian, Nadia Saiva, Anika Gayapersad, Allison Dragonetti, Rosa Proulx, Catherine Debergue, Patricia Lecce, Julia Hussain, Sarwar Desjardins, Eric Selby, Peter JMIR Form Res Original Paper BACKGROUND: The emergence of the novel coronavirus (COVID-19) has introduced additional pressures on an already fragile mental health care system due to a significant rise in depression, anxiety, and stress among Canadians. Although cognitive behavioral therapy (CBT) is known to be an efficacious treatment to reduce such mental health issues, few people have access to CBT in an engaging and sustainable manner. To address this gap, a collaboration between the Centre for Addiction and Mental Health (CAMH) and the National Research Council of Canada (NRC) developed CBT-based self-led, online, clinician-tested modules in the form of a video game, named Legend of Evelys, and evaluated its usability in the attenuation of a COVID-19–related increase in stress. OBJECTIVE: We here present the conceptualization and design of new self-care modules in the form of a video game, its implementation in a technological infrastructure, and inclusivity and privacy considerations that informed the development. A usability study of the modules was performed to assess the video game’s usability, user engagement, and user perceptions. METHODS: The development of the video game involved establishment of a technology infrastructure for secure implementation of the software for the modules and a clinician-led assessment of the clinical utility of these modules through two “whiteboard” sessions. The usability study was informed by a mixed methods sequential explanatory design to evaluate the intervention of the mobile app through two distinct phases: quantitative data collection using in-app analytics data and two surveys, followed by qualitative data collection by semistructured interviews. RESULTS: A total of 32 participants trialed the app for 2 weeks. They used the video game an average of six times and rated the game as “good” based on the Systems Usability Scale score. In terms of stress reduction, the study demonstrated a significant difference in the participants’ Perceived Stress Scale score at baseline (mean 22.14, SD 6.187) compared with that at the 2-week follow-up (mean 18.04, SD 6.083; t(27)=3.628, P=.001). Qualitative interviews helped participants identify numerous functionality issues and provided specific recommendations, most of which were successfully integrated into the video game for future release. CONCLUSIONS: Through this collaboration, we have established that it is possible to incorporate CBT exercises into a video game and have these exercises adopted to address stress. While video games are a promising strategy to help people with their stress and anxiety, there is a further need to examine the real-world effectiveness of the Legend of Evelys in reducing anxiety. JMIR Publications 2022-05-12 /pmc/articles/PMC9136657/ /pubmed/35413001 http://dx.doi.org/10.2196/36820 Text en ©Nadia Minian, Anika Saiva, Allison Gayapersad, Rosa Dragonetti, Catherine Proulx, Patricia Debergue, Julia Lecce, Sarwar Hussain, Eric Desjardins, Peter Selby. Originally published in JMIR Formative Research (https://formative.jmir.org), 12.05.2022. 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 Formative Research, is properly cited. The complete bibliographic information, a link to the original publication on https://formative.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Minian, Nadia
Saiva, Anika
Gayapersad, Allison
Dragonetti, Rosa
Proulx, Catherine
Debergue, Patricia
Lecce, Julia
Hussain, Sarwar
Desjardins, Eric
Selby, Peter
Video Game to Attenuate Pandemic-Related Stress From an Equity Lens: Development and Usability Study
title Video Game to Attenuate Pandemic-Related Stress From an Equity Lens: Development and Usability Study
title_full Video Game to Attenuate Pandemic-Related Stress From an Equity Lens: Development and Usability Study
title_fullStr Video Game to Attenuate Pandemic-Related Stress From an Equity Lens: Development and Usability Study
title_full_unstemmed Video Game to Attenuate Pandemic-Related Stress From an Equity Lens: Development and Usability Study
title_short Video Game to Attenuate Pandemic-Related Stress From an Equity Lens: Development and Usability Study
title_sort video game to attenuate pandemic-related stress from an equity lens: development and usability study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9136657/
https://www.ncbi.nlm.nih.gov/pubmed/35413001
http://dx.doi.org/10.2196/36820
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