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Accepted for/Published in: JMIR Serious Games

Date Submitted: Aug 16, 2017
Date Accepted: Apr 9, 2018
(closed for review but you can still tweet)

The final, peer-reviewed published version of this preprint can be found here:

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

Shepherd M, Merry S, Lambie I, Thompson A

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

JMIR Serious Games 2018;6(3):e13

DOI: 10.2196/games.8752

PMID: 29980495

PMCID: 6053605

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

  • Matthew Shepherd; 
  • Sally Merry; 
  • Ian Lambie; 
  • Andrew Thompson

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.


 Citation

Please cite as:

Shepherd M, Merry S, Lambie I, Thompson A

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

JMIR Serious Games 2018;6(3):e13

DOI: 10.2196/games.8752

PMID: 29980495

PMCID: 6053605

Per the author's request the PDF is not available.