ArticleJMIR serious games2015
The design and relevance of a computerized gamified depression therapy program for indigenous māori adolescents.
Article in JMIR serious games, 2015. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 24 papers, 3 of them syntheses that pooled it.
What it found
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The trial behind it
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
24 citing papers in PubMed, 3 syntheses or guidelines pooled it, 74 citations in OpenAlex.
- Winning The Game Against Depression: A Systematic Review of Video Games for the Treatment of Depressive Disorders.Current psychiatry reports · 2022Pooled it
- Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING).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
- A Chatbot to Support Young People During the COVID-19 Pandemic in New Zealand: Evaluation of the Real-World Rollout of an Open Trial.Journal of medical Internet research · 2022Trial
- User Testing an mHealth Behavioral Health App for Hopi/Tewa Youth During the COVID-19 Pandemic: Usability Study.JMIR formative research · 2026Article
- A Nunavut community-directed Inuit youth mental wellness initiative: making I-SPARX fly.International journal of circumpolar health · 2024Article
- Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and Implementation.JMIR serious games · 2024Article
- Skill enactment and knowledge acquisition among community users of digital mental health interventions: qualitative study with thematic analysis.BMC 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
- Digital technologies to support adolescents with depression and anxiety: review.BJPsych advances · 2023Review
- An emerging framework for digital mental health design with Indigenous young people: a scoping review of the involvement of Indigenous young people in the design and evaluation of digital mental health interventions.Systematic reviews · 2023Article
- Enhancing an online cognitive behavioural therapy intervention for depression: Harnessing the feedback of sexual and gender minority youth to help improve SPARX.Australasian psychiatry : bulletin of Royal Australian and New Zealand College of Psychiatrists · 2023Article
- A smartphone-based serious game for depressive symptoms: Protocol for a pilot randomized controlled trial.Internet interventions · 2023Article
- Evaluating the Utility of a Psychoeducational Serious Game (SPARX) in Protecting Inuit Youth From Depression: Pilot Randomized Controlled Trial.JMIR serious games · 2023Article
- 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
- Practitioner review: Co-design of digital mental health technologies with children and young people.Journal of child psychology and psychiatry, and allied disciplines · 2020Review
- Use and uptake of web-based therapeutic interventions amongst Indigenous populations in Australia, New Zealand, the United States of America and Canada: a scoping review.Systematic reviews · 2020Article
- The Importance of User Segmentation for Designing Digital Therapy for Adolescent Mental Health: Findings From Scoping Processes.JMIR mental health · 2019Article
- Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights.JMIR serious games · 2019Review
- Revising Computerized Therapy for Wider Appeal Among Adolescents: Youth Perspectives on a Revised Version of SPARX.Frontiers in psychiatry · 2019Article
Corrections and comments
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Authors and funding
6 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundDepression is a major health issue among Māori indigenous adolescents, yet there has been little investigation into the relevance or effectiveness of psychological treatments for them. Further, consumer views are critical for engagement and adherence to therapy. However, there is little research regarding indigenous communities' opinions about psychological interventions for depression.
objectiveThe objective of this study was to conduct semistructured interviews with Māori (indigenous New Zealand) young people (taitamariki) and their families to find out their opinions of a prototype computerized cognitive behavioral therapy (cCBT) program called Smart, Positive, Active, Realistic, X-factor thoughts (SPARX), a free online computer game intended to help young persons with mild to moderate depression, feeling down, stress or anxiety. The program will teach them how to resolve their issues on their own using Cognitive Behavioural Therapy as psychotherapeutic approach.
methodsThere were seven focus groups on the subject of the design and cultural relevance of SPARX that were held, with a total of 26 participants (19 taitamarki, 7 parents/caregivers, all Māori). There were five of the groups that were with whānau (family groups) (n=14), one group was with Māori teenage mothers (n=4), and one group was with taitamariki (n=8). The general inductive approach was used to analyze focus group data.
resultsSPARX computerized therapy has good face validity and is seen as potentially effective and appealing for Māori people. Cultural relevance was viewed as being important for the engagement of Māori young people with SPARX. Whānau are important for young peoples' well-being. Participants generated ideas for improving SPARX for Māori and for the inclusion of whānau in its delivery.
conclusionsSPARX computerized therapy had good face validity for indigenous young people and families. In general, Māori participants were positive about the SPARX prototype and considered it both appealing and applicable to them. The results of this study were used to refine SPARX prior to it being delivered to taitamariki and non-Māori young people.
trial registrationThe New Zealand Northern Y Regional Ethics Committee; http://ethics.health.govt.nz/home; NTY/09/003; (Archived by WebCite at http://www.webcitation/6VYgHXKaR).
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