ArticleJMIR serious games2014
Views of Young People in Rural Australia on SPARX, a Fantasy World Developed for New Zealand Youth With Depression.
Article in JMIR serious games, 2014. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 21 papers, 4 of them syntheses that pooled it.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
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Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
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Who cites it
21 citing papers in PubMed, 4 syntheses or guidelines pooled it.
- Winning The Game Against Depression: A Systematic Review of Video Games for the Treatment of Depressive Disorders.Current psychiatry reports · 2022Pooled it
- Smartphone-Based Interventions and Internalizing Disorders in Youth: Systematic Review and Meta-analysis.Journal of medical Internet research · 2021Pooled it
- Qualitative Synthesis of Young People's Experiences With Technology-Assisted Cognitive Behavioral Therapy: Systematic Review.Journal of medical Internet research · 2019Pooled it
- Computerized Cognitive Behavior Therapy for Anxiety and Depression in Rural Areas: A Systematic Review.Journal of medical Internet research · 2015Pooled it
- Trial
- Embodied conversational agents for shared decision-making: a scoping review protocol.BMJ open · 2025Article
- A Nunavut community-directed Inuit youth mental wellness initiative: making I-SPARX fly.International journal of circumpolar health · 2024Article
- Self-management, self-care, and self-help in adolescents with emotional problems: a scoping review.European child & adolescent psychiatry · 2024Article
- Understanding the impact of digital therapeutic engagement in promoting mental wellbeing for Pacific youth in Aotearoa New Zealand: an exploration of the literature.International journal of mental health systems · 2024Review
- Evaluating the Utility of a Psychoeducational Serious Game (SPARX) in Protecting Inuit Youth From Depression: Pilot Randomized Controlled Trial.JMIR serious games · 2023Article
- The Effect of Mental Health App Customization on Depressive Symptoms in College Students: Randomized Controlled Trial.JMIR mental health · 2022Article
- Exploring the possible mental health and wellbeing benefits of video games for adult players: A cross-sectional study.Australasian psychiatry : bulletin of Royal Australian and New Zealand College of Psychiatrists · 2022Article
- Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion.Frontiers in digital health · 2022Article
- Factors That Help and Hinder the Implementation of Digital Depression Prevention Programs: School-Based Cross-sectional Study.Journal of medical Internet research · 2021Article
- Is Digital Treatment the Holy Grail? Literature Review on Computerized and Blended Treatment for Depressive Disorders in Youth.International journal of environmental research and public health · 2019Review
- Video Games as a Potential Modality for Behavioral Health Services for Young Adult Veterans: Exploratory Analysis.JMIR serious games · 2018Article
- How do eHealth Programs for Adolescents With Depression Work? A Realist Review of Persuasive System Design Components in Internet-Based Psychological Therapies.Journal of medical Internet research · 2017Review
- Embodied Conversational Agents in Clinical Psychology: A Scoping Review.Journal of medical Internet research · 2017Article
- Exploring the Use of Information and Communication Technology by People With Mood Disorder: A Systematic Review and Metasynthesis.JMIR mental health · 2016Article
- The design and relevance of a computerized gamified depression therapy program for indigenous māori adolescents.JMIR serious games · 2015Article
Corrections and comments
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Authors and funding
8 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundA randomized control trial demonstrated that a computerized cognitive behavioral therapy (cCBT) program (Smart, Positive, Active, Realistic, X-factor thoughts [SPARX]) was an appealing and efficacious treatment for depression for adolescents in New Zealand. Little is known about the acceptability of computerized therapy programs for rural Australians and the suitability of computerized programs developed in one cultural context when used in another country. Issues such as accents and local differences in health care access might mean adjustments to programs are required.
objectiveThis study sought to explore the acceptability of SPARX by youth in rural Australia and to explore whether and how young people would wish to access such a program.
methodsFocus groups and semistructured interviews were conducted with 16 young people attending two youth-focused community services in a small, rural Tasmanian town. An inductive data-driven approach was used to identify themes using the interview transcripts as the primary data source. Interpretation was supported by demographic data, observer notes, and content analysis.
resultsParticipants reported that young people want help for mental health issues but they have an even stronger need for controlling how they access services. In particular, they considered protecting their privacy in their small community to be paramount. Participants thought computerized therapy was a promising way to increase access to treatment for youth in rural and remote areas if offered with or without therapist support and via settings other than school. The design features of SPARX that were perceived to be useful, included the narrative structure of the program, the use of different characters, the personalization of an avatar, "socialization" with the Guide character, optional journaling, and the use of encouraging feedback. Participants did not consider (New Zealand) accents off-putting. Young people believed the SPARX program would appeal to those who play computer games generally, but may be less appealing for those who do not.
conclusionsThe findings suggest that computerized therapy offered in ways that support privacy and choice can improve access to treatment for rural youth. Foreign accents and style may not be off-putting to teenage users when the program uses a playful fantasy genre, as it is consistent with their expectation of fantasy worlds, and it is in a medium with which they already have a level of competence. Rather, issues of engaging design and confidential access appeared to be more important. These findings suggest a proven tool once formally assessed at a local level can be adopted cross-nationally.
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