ArticleInternet interventions2017
A pilot evaluation of the SPARX-R gaming intervention for preventing depression and improving wellbeing among adolescents in alternative education.
Article in Internet interventions, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 21 papers, 1 of them a synthesis that pooled it.
What it found
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Who cites it
21 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Skill Enactment and Knowledge Acquisition in Digital Cognitive Behavioral Therapy for Depression and Anxiety: Systematic Review of Randomized Controlled Trials.Journal of medical Internet research · 2023Pooled it
- Mixed-methods feasibility outcomes for a novel ACT-based video game 'ACTing Minds' to support mental health.BMJ open · 2024Trial
- A Cluster Randomized-Controlled Trial of the MindOut Social and Emotional Learning Program for Disadvantaged Post-Primary School Students.Journal of youth and adolescence · 2019Trial
- The Preliminary Efficacy and Feasibility of SMILE Serious Game for Adolescents and Young Adults: Protocol for Cluster Randomized Multisite Adaptive Trial Design.JMIR research protocols · 2026Article
- Self-directed digital interventions for the improvement of emotion regulation - acceptability and feasibility for adolescents: systematic review.BJPsych open · 2025Review
- Integration of a Mental Health App (e-MICHI) Into a Blended Treatment of Depression in Adolescents: Single-Group, Naturalistic Feasibility Trial.JMIR formative research · 2025Article
- Article
- Precision computerised cognitive behavioural therapy (cCBT) for adolescents with depression: a pilot and feasibility randomised controlled trial protocol for SPARX-UK.Pilot and feasibility studies · 2024Article
- A comparison of the effectiveness of cognitive behavioural interventions based on delivery features for elevated symptoms of depression in adolescents: A systematic review.Campbell systematic reviews · 2024Review
- Predictors and outcomes of engagement in an online depression prevention program for final year secondary school students.Journal of mood and anxiety disorders · 2023Article
- Appropriate Use and Operationalization of Adherence to Digital Cognitive Behavioral Therapy for Depression and Anxiety in Youth: Systematic Review.JMIR mental health · 2022Review
- Social inclusion, intersectionality, and profiles of vulnerable groups of young people seeking mental health support.Social psychiatry and psychiatric epidemiology · 2022Article
- The effectiveness of gaming interventions for depression and anxiety in young people: systematic review and meta-analysis.BJPsych open · 2022Review
- A pilot randomized controlled trial of the shogi-assisted cognitive behavioral therapy (S-CBT) preventive stress management program.BioPsychoSocial medicine · 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
- Establishing a Working Definition of User Experience for eHealth Interventions of Self-reported User Experience Measures With eHealth Researchers and Adolescents: Scoping Review.Journal of medical Internet research · 2021Article
- Impact and Feasibility of Information Technology to Support Adolescent Well-Being and Mental Health at School: A Quasi-Experimental Study.Journal of multidisciplinary healthcare · 2021Article
- Advancing mental health equality: a mapping review of interventions, economic evaluations and barriers and facilitators.Systematic reviews · 2020Review
- SPARX-R computerized therapy among adolescents in youth offenders' program: Step-wise cohort study.Internet interventions · 2019Article
- 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
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
aimThe 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.
methodStudents (
resultsThe participants completed on average 5.3 modules of SPARX-R with 30% (
conclusionsFindings 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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