ArticleDigital health
A web-based intervention to support the mental well-being of sexual and gender minoritised adolescents: Formative evaluation of Oneself.
Article in Digital health. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT07208045 (Es tu Juego), which is not on this map. Not yet cited in PubMed.
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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.
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.
Es tu Juego: Decide Bien [It's Your Game: Keep It Real]. Cultural Adaptation, Validation, and Evaluation of the Programme for Promotion of Healthy Affective-Sexual Behaviours in Adolescents
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Authors and funding
6 authors.
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Abstract
Background: Sexual and gender minoritised adolescents are at an increased risk of mental health problems. However, few interventions have been specifically designed to support their mental well-being. Objective: The purpose of this study was to evaluate Oneself; a prototype bespoke digital mental well-being intervention co-developed with and for sexual and gender minoritised adolescents. Methods: Think aloud testing of Oneself was conducted with sexual and gender minoritised adolescents. Adult experts appraised Oneself via semi-structured interviews. Additionally, participants completed questionnaires including the System Usability Scale (SUS). Qualitative data were analysed using a general inductive approach. Results: Participants included 11 sexual and gender minoritised adolescents (aged 14-19, mean 16.3 years) and 14 adult experts (78.6% 30 years or older). Usability, satisfaction and well-being results indicated that Oneself is a promising intervention. The mean SUS score was 78.8% (n = 25), which corresponds to a B+ on the Sauro-Lewis curved grading scale. Six themes were identified across the qualitative data: 'Clarity and accessibility' (e.g. refine audio-visual content as well as text), 'Appeal and depictions' (e.g. enhance the perspectives and representation), 'Functionality and development' (e.g. extend the choice and user options), 'Safety and privacy' (e.g. harsh world warnings needed for LGBTQ+ youth), 'Reaching the end users' (e.g. promoting Oneself in a youth-friendly way) and 'Mechanisms of impact' (e.g. sharing lived experience). Conclusion: Oneself could be used to help support the mental well-being of users, but modifications are indicated prior to any further testing and consideration of a roll-out.
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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.