R Pozuelo Julia, Nabulumba Christine, Sikoti Doreen, Davis Meghan, Gumikiriza-Onoria Joy Louise, Kinyanda Eugene, Moffett Bianca, van Heerden Alastair, O'Mahen Heather A, Craske Michelle, Sulaiman Munshi, Stein Alan
Department of Global Health and Social Medicine, Harvard Medical School, Harvard University, Boston, MA, United States.
Department of Psychiatry, University of Oxford, Oxford, United Kingdom.
JMIR Serious Games. 2024 Dec 19;12:e59381. doi: 10.2196/59381.
Many adolescents in Uganda are affected by common mental disorders, but only a few affordable treatment options are available. Digital mental health interventions offer promising opportunities to reduce these large treatment gaps, but interventions specifically tailored for Ugandan adolescents are limited.
This study aimed to determine the feasibility and acceptability of the Kuamsha program, an intervention delivered through a gamified app with low-intensity telephonic guidance, as a way to promote mental health among adolescents from the general population in Uganda.
A 3-month pre-post single-arm trial was conducted with adolescents aged between 15 and 19 years living in Wakiso District, Central Uganda. The intervention was coproduced with adolescents from the study site to ensure that it was culturally acceptable. The feasibility and acceptability of the intervention were evaluated using an explanatory sequential mixed methods approach. Feasibility was assessed by collecting data on trial retention rates and treatment adherence rates. Acceptability was assessed through a questionnaire and in-depth interviews with participants following the conclusion of the intervention period. As a secondary objective, we explored the changes in participants' mental health before and after the intervention.
A total of 31 adolescents were recruited for the study. Results from the study showed high levels of feasibility and acceptability. Trial retention rates exceeded 90%, and treatment adherence was ≥80%. These results, evaluated against our predefined trial progression criteria, indicate a successful feasibility study, with all criteria exceeding the thresholds necessary to progress to a larger trial. App engagement metrics, such as time spent on the app and modules completed, exceeded existing literature benchmarks, and many adolescents continued to use the app after the intervention. In-depth interviews and questionnaire responses revealed high acceptability levels. Depressive symptoms trended toward reduction (mean difference: 1.41, 95% CI -0.60 to 3.42, Cohen d=0.30), although this was not statistically significant (P=.16). Supporting this trend, we also observed a reduction in the proportion of participants with moderate depressive symptoms from 32% (10/31) to 17% (5/29) after the intervention, but this change was also not significant (P=.10).
This study presents evidence to support the Kuamsha program as a feasible and acceptable digital mental health program for adolescents in Uganda. A fully powered randomized controlled trial is needed to assess its effectiveness in improving adolescents' mental health.
乌干达许多青少年受到常见精神障碍的影响,但只有少数负担得起的治疗选择。数字心理健康干预为缩小这些巨大的治疗差距提供了有希望的机会,但专门为乌干达青少年量身定制的干预措施有限。
本研究旨在确定Kuamsha项目的可行性和可接受性,该项目通过一款带有低强度电话指导的游戏化应用程序进行干预,以此促进乌干达普通人群中青少年的心理健康。
对居住在乌干达中部瓦基索区的15至19岁青少年进行了一项为期3个月的前后单臂试验。该干预措施是与研究地点的青少年共同制定的,以确保其在文化上是可接受的。采用解释性序列混合方法评估干预措施的可行性和可接受性。通过收集试验保留率和治疗依从率的数据来评估可行性。在干预期结束后,通过问卷调查和对参与者的深入访谈来评估可接受性。作为次要目标,我们探讨了干预前后参与者心理健康的变化。
共有31名青少年被招募参加该研究。研究结果显示出高度的可行性和可接受性。试验保留率超过90%,治疗依从率≥80%。根据我们预先定义的试验进展标准对这些结果进行评估,表明这是一项成功的可行性研究,所有标准都超过了进行更大规模试验所需的阈值。应用程序参与指标,如在应用程序上花费的时间和完成的模块数量,超过了现有文献基准,许多青少年在干预后仍继续使用该应用程序。深入访谈和问卷调查结果显示出较高的可接受性水平。抑郁症状有减轻的趋势(平均差异:1.41,95%CI -0.60至3.42,Cohen d = 0.30),尽管这在统计学上不显著(P = 0.16)。支持这一趋势的是,我们还观察到干预后中度抑郁症状参与者的比例从32%(10/31)降至17%(5/29),但这一变化也不显著(P = 0.10)。
本研究提供了证据,支持Kuamsha项目作为乌干达青少年可行且可接受的数字心理健康项目。需要进行一项充分有力的随机对照试验来评估其在改善青少年心理健康方面的有效性。