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Grow It!应用程序——新冠疫情期间青少年幸福感的纵向变化:概念验证研究。

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

机构信息

Department of Child and Adolescents Psychiatry/Psychology Erasmus MC Sophia, Children's Hospital, Erasmus University Medical Center, Rotterdam, The Netherlands.

Department of Epidemiology, Harvard T.H. Chan School of Public Health, Boston, USA.

出版信息

Eur Child Adolesc Psychiatry. 2023 Jun;32(6):1097-1107. doi: 10.1007/s00787-022-01982-z. Epub 2022 May 7.

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.

摘要

青少年的心理健康和幸福感受到了 COVID-19 大流行的负面影响。在这项预先注册的纵向研究中,我们评估了青少年在玩多人严肃游戏应用程序 Grow It!后其幸福感是否有所改善。在第一次封锁期间(2020 年 5 月至 6 月),1282 名荷兰青少年玩了 Grow It!应用程序(年龄=16.67,SD=3.07,68%的女孩)。在第二次封锁期间(2020 年 12 月至 5 月以后),一个独立的队列有 1871 名青少年参与(年龄=18.66,SD=3.70,81%的女孩)。青少年在基线时在线回答关于情感和认知幸福感、抑郁症状、焦虑和 COVID-19 影响的问题。三到六周后,重复了基线问卷,并询问了用户体验问题(第一队列有 462 名,第二队列有 733 名)。在两个队列中,玩 Grow It!应用程序后,青少年的情感和认知幸福感都有所提高(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 范围为 0.20-0.32)。在个体层面上,41-53%的青少年在情感或认知幸福感方面有所提高。风险较高的青少年(即抑郁症状较多、家庭氛围较差、COVID-19 影响较大)的幸福感改善更为显著。积极的用户评价和应用程序参与与情感和认知幸福感的变化无关。这项概念验证研究初步表明,Grow It!在大流行期间为青少年提供了支持。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/776f/10195724/b5bec4137860/787_2022_1982_Fig1_HTML.jpg

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