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《无法获得满足感》……使用 SPARX 治疗、满足和支持年轻抑郁患者的经验。

'I Can't Get No Satisfaction'… Experience in the treatment, satisfaction, and professional support of young depressed people using SPARX.

机构信息

Department of Life, Health and Environmental Sciences, University of L'Aquila.

出版信息

Riv Psichiatr. 2024 Jul-Aug;59(4):139-146. doi: 10.1708/4320.43054.

Abstract

AIM

Depression in young people is common and can lead to poor long-term outcomes. Digital therapies are a promising means of promoting access to care. Currently, among the digital treatments for depression in adolescents recognized by the NICE guidelines, there is SPARX (Smart, Positive, Active, Realistic, X-factor), based on Cognitive Behavioral Therapy, CBT. This narrative review aimed to evaluate: 1) Who were the depressed young people who used SPARX and what was their experience with the treatment? 2) Were users satisfied with the SPARX treatment? Did the youth's perceived level of satisfaction with using SPARX impact completion rates? 3) What was the role of professionals (researchers, consultants, teachers) in the SPARX studies? Has their support in running SPARX affected completion rates?

METHODS

A narrative review of the English literature was performed. The articles were searched in Pubmed, SCOPUS, and Web of Science databases (from 2012 to 2023) with keywords such as 'SPARX,' depression' and 'young adult'.

RESULTS

Of 557 papers, 18 were included in our review. The young people who used SPARX were students or adolescents from special help-seeker populations at risk or with mild to moderate depression. The highest satisfaction levels were present in users of primary health services, such as general practice and counseling services. The support of the school counselor and experts in mental health clinicians was instrumental in impacting user satisfaction and completion rates. The personalization of the game in terms of user culture - symbols, language, norms, values, and artifacts; the customization of the avatar, the gender identity; the narrative structure; the presence of a guide character (virtual therapist); the CBT homework seemed to represent crucial SPARX characteristics related to satisfaction and completion rates.

DISCUSSION AND CONCLUSIONS

Our narrative review provides an overview of the main results of using SPARX with interesting considerations that may suggest improvements for broader use and diffusion of this digital treatment.

摘要

目的

年轻人的抑郁症很常见,可能导致长期预后不佳。数字疗法是促进获得治疗的一种很有前途的手段。目前,在 NICE 指南认可的青少年抑郁症的数字治疗方法中,有基于认知行为疗法(CBT)的 SPARX(聪明、积极、现实、X 因素)。本叙述性综述旨在评估:1)使用 SPARX 的抑郁年轻人是谁,他们对治疗的体验是什么?2)使用者对 SPARX 治疗是否满意?年轻人对使用 SPARX 的满意度是否会影响完成率?3)在 SPARX 研究中,专业人员(研究人员、顾问、教师)的角色是什么?他们在运行 SPARX 方面的支持是否影响完成率?

方法

对英文文献进行叙述性综述。在 Pubmed、SCOPUS 和 Web of Science 数据库中(2012 年至 2023 年)使用“SPARX”、“抑郁”和“年轻成人”等关键词搜索文章。

结果

在 557 篇论文中,有 18 篇被纳入我们的综述。使用 SPARX 的年轻人是来自特殊求助人群的学生或青少年,他们处于风险中或患有轻度至中度抑郁症。在使用初级保健服务(如全科医疗和咨询服务)的用户中,满意度水平最高。学校辅导员和心理健康临床医生专家的支持对影响用户满意度和完成率至关重要。游戏的个性化,如用户文化的符号、语言、规范、价值观和人工制品;头像的定制、性别认同;叙事结构;存在指导角色(虚拟治疗师);CBT 家庭作业似乎代表了与满意度和完成率相关的 SPARX 的关键特征。

讨论与结论

我们的叙述性综述提供了使用 SPARX 的主要结果概述,并提供了一些有趣的考虑因素,这些因素可能表明需要改进,以更广泛地使用和推广这种数字治疗方法。

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