Evidence map›Paper›PMID 35524826›Full record

ArticleEuropean child & adolescent psychiatry2023

The Grow It! app-longitudinal changes in adolescent well-being during the COVID-19 pandemic: a proof-of-concept study.

E Dietvorst, J S Legerstee, A Vreeker, S Koval, M M Mens, L Keijsers, M H J Hillegers

Open access · hybridAbstract read
In one paragraph

Article in European child & adolescent psychiatry, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 13 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
13citing papers in PubMed, 1 pooled it
3.8field-weighted citation impact, top 7% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

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.

2 · The registry

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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

13 citing papers in PubMed, 1 synthesis or guideline pooled it, 21 citations in OpenAlex.

  1. Pooled it
  2. Article
  3. Article
  4. Review
  5. Article
  6. Review
  7. Review
  8. Observational
  9. Article
  10. Promoting Daily Well-being in Adolescents using mHealth.Journal of youth and adolescence · 2022
    Article
  11. Article
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  13. Review
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors at 3 institutions in 2 countries.

E DietvorstDepartment of Child and Adolescents Psychiatry/Psychology Erasmus MC Sophia, Children's Hospital, Erasmus University Medical Center, Rotterdam, The Netherlands. e.dietvorst@erasmusmc.nl.ORCID http://orcid.org/0000-0002-7353-9539
J S Legerstee *Department of Child and Adolescents Psychiatry/Psychology Erasmus MC Sophia, Children's Hospital, Erasmus University Medical Center, Rotterdam, The Netherlands.
A Vreeker *Department of Child and Adolescents Psychiatry/Psychology Erasmus MC Sophia, Children's Hospital, Erasmus University Medical Center, Rotterdam, The Netherlands.
S KovalDepartment of Child and Adolescents Psychiatry/Psychology Erasmus MC Sophia, Children's Hospital, Erasmus University Medical Center, Rotterdam, The Netherlands.
M M MensDepartment of Epidemiology, Harvard T.H. Chan School of Public Health, Boston, USA.
L Keijsers *Department of Psychology, Education and Child Studies, Erasmus School of Social and Behavioural Sciences, Rotterdam, The Netherlands.
M H J Hillegers *Department of Child and Adolescents Psychiatry/Psychology Erasmus MC Sophia, Children's Hospital, Erasmus University Medical Center, Rotterdam, The Netherlands.
Erasmus MC · NLErasmus University Rotterdam · NLHarvard University · US

Funding

Gemeente Rotterdam (NL) SUB.20.03.00149.SBSAStichting Vrienden van het Sophia WAR21-70/WO
6 · The paper itself

Abstract

Adolescent mental health and well-being have been adversely impacted by the COVID-19 pandemic. In this preregistered longitudinal study, we evaluated whether adolescents' well-being improved after playing the multiplayer serious game app Grow It! During the first lockdown (May-June 2020), 1282 Dutch adolescents played the Grow It! app (age = 16.67, SD = 3.07, 68% girls). During the second lockdown (December-May 2020 onwards), an independent cohort of 1871 adolescents participated (age = 18.66, SD = 3.70, 81% girls). Adolescents answered online questionnaires regarding affective and cognitive well-being, depressive symptoms, anxiety, and impact of COVID-19 at baseline. Three to six weeks later, the baseline questionnaire was repeated and user experience questions were asked (N = 462 and N = 733 for the first and second cohort). In both cohorts, affective and cognitive well-being increased after playing the Grow It! app (t = - 6.806, p < 0.001; t = - 6.77, p < 0.001; t = - 6.12, p < 0.001; t = - 5.93, p < 0.001; Cohen's d range 0.20-0.32). At the individual level, 41-53% of the adolescents increased in their affective or cognitive well-being. Adolescents with higher risk profiles (i.e., more depressive symptoms, lower atmosphere at home, and more COVID-19 impact) improved more strongly in their well-being. Positive user evaluations and app engagement were unrelated to changes in affective and cognitive well-being. This proof-of-concept study tentatively suggests that Grow It! supported adolescents during the pandemic.

Indexed as

COVID-19Mobile ApplicationsAdolescentAdolescent HealthCommunicable Disease ControlFemaleHumansLongitudinal StudiesMalePandemicse-healthExperience sampling methodInternalizing problemsPreventionSerious game

Identifiers

PMID35524826
PMCPMC9076805
OpenAlexW4229028521

What OpenQuestion holds

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LicenceCC BY
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Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.