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原住民青少年对电子心理健康项目(SPARX)的认知:探索性定性评估

Indigenous Adolescents' Perception of an eMental Health Program (SPARX): Exploratory Qualitative Assessment.

作者信息

Shepherd Matthew, Merry Sally, Lambie Ian, Thompson Andrew

机构信息

School of Counselling, Human Services and Social Work, Faculty of Education, The University of Auckland, Auckland, New Zealand.

Ngāti Tama, Māori tribe, Taranaki area, New Zealand.

出版信息

JMIR Serious Games. 2018 Jul 5;6(3):e13. doi: 10.2196/games.8752.

Abstract

BACKGROUND

Depression is a major health issue for indigenous adolescents, yet there is little research conducted about the efficacy and development of psychological interventions for these populations. In New Zealand there is little known about taitamariki (Māori adolescent) opinions regarding the development and effectiveness of psychological interventions, let alone computerized cognitive behavioral therapy. SPARX (Smart, Positive, Active, Realistic, X-factor thoughts) is a computerized intervention developed in New Zealand to treat mild-to-moderate depression in young people. Users are engaged in a virtual 3D environment where they must complete missions to progress to the next level. In each level there are challenges and puzzles to completeIt was designed to appeal to all young people in New Zealand and incorporates several images and concepts that are specifically Māori.

OBJECTIVE

The aim was to conduct an exploratory qualitative study of Māori adolescents' opinions about the SPARX program. This is a follow-up to an earlier study where taitamariki opinions were gathered to inform the design of a computerized cognitive behavior therapy program.

METHODS

Taitamariki were interviewed using a semistructured interview once they had completed work with the SPARX resource. Six participants agreed to complete the interview; the interviews ranged from 10 to 30 minutes.

RESULTS

Taitamariki participating in the interviews found SPARX to be helpful. The Māori designs from the SPARX game were appropriate and useful, and the ability to customize the SPARX characters with Māori designs was beneficial and appeared to enhance cultural identity. These helped young people to feel engaged with SPARX which, in turn, assisted with the acquisition of relaxation and cognitive restructuring skills. Overall, using SPARX led to improved mood and increased levels of hope for the participants. In some instances, SPARX was used by wider whānau (Māori word for family) members with reported beneficial effect.

CONCLUSIONS

Overall, this small group of Māori adolescents reported that cultural designs made it easier for them to engage with SPARX, which, in turn, led to an improvement in their mood and gave them hope. Further research is needed about how SPARX could be best used to support the families of these young people.

摘要

背景

抑郁症是原住民青少年面临的一个主要健康问题,但针对这些人群的心理干预措施的效果及发展情况的研究却很少。在新西兰,对于毛利族青少年(taitamariki)对心理干预措施的发展及效果的看法知之甚少,更不用说计算机化认知行为疗法了。SPARX(明智、积极、主动、现实、X因素思维)是新西兰开发的一种用于治疗年轻人轻至中度抑郁症的计算机化干预措施。用户置身于一个虚拟3D环境中,必须完成任务才能进入下一关。每一关都有挑战和谜题需要完成。它旨在吸引新西兰的所有年轻人,并融入了一些具有毛利特色的图像和概念。

目的

旨在对毛利族青少年对SPARX项目的看法进行探索性定性研究。这是早期一项研究的后续研究,早期研究收集了毛利族青少年的看法,为计算机化认知行为疗法项目的设计提供参考。

方法

毛利族青少年在完成使用SPARX资源的工作后,采用半结构化访谈进行询问。六名参与者同意完成访谈;访谈时长从10分钟到30分钟不等。

结果

参与访谈的毛利族青少年发现SPARX很有帮助。SPARX游戏中的毛利设计恰当且有用,用毛利设计定制SPARX角色的功能很有益,似乎还增强了文化认同感。这些有助于年轻人对SPARX产生兴趣,进而有助于他们获得放松和认知重构技能。总体而言,使用SPARX使参与者的情绪得到改善,希望水平提高。在某些情况下,更广泛的毛利族家庭成员(毛利语中“家庭”的意思)也使用了SPARX,据报告有有益效果。

结论

总体而言,这一小群毛利族青少年报告称,文化设计使他们更容易参与SPARX,进而改善了他们的情绪并给他们带来了希望。关于如何最好地利用SPARX来支持这些年轻人的家庭,还需要进一步研究。

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