| Literature DB >> 25659116 |
Colleen Cheek1, Heather Bridgman, Theresa Fleming, Elizabeth Cummings, Leonie Ellis, Mathijs Fg Lucassen, Matthew Shepherd, Timothy Skinner.
Abstract
BACKGROUND: A randomized control trial demonstrated that a computerized cognitive behavioral therapy (cCBT) program (Smart, Positive, Active, Realistic, X-factor thoughts [SPARX]) was an appealing and efficacious treatment for depression for adolescents in New Zealand. Little is known about the acceptability of computerized therapy programs for rural Australians and the suitability of computerized programs developed in one cultural context when used in another country. Issues such as accents and local differences in health care access might mean adjustments to programs are required.Entities:
Keywords: computer games; mental health; rural health, computerized CBT; stigma; youth
Year: 2014 PMID: 25659116 PMCID: PMC4307819 DOI: 10.2196/games.3183
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1SPARX guide.
Figure 2All SPARX characters.
Excerpt of summarized block of text from focus group 1 interview in Microsoft Excel (boys, gamers, age 13).
| Line | Speaker | Quote | Field notes | Summarized text |
| 10 | R |
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| 11 | Y1 |
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| The New Zealand (Kiwi) accent was identified by 1 of the 5 participants, but in general it was not thought to be important by the group. |
| 12 | R |
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| 13 | Y2 |
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| 14 | Y3 |
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| 15 | Y4 |
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| 16 | Y5 |
| 1:5a | |
| 17 | R |
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| 18 | Y1 |
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| 19 | R |
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| 20 | Y1 |
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| 21 | Y2 |
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| 22 | R |
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| 23 | Y3 |
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a1 out of 5 participants noticed one voice actor sounded “Kiwi”.
Groups of similarly themed summary text.
| Group | How does the program sound? |
| 1 | Five of 6 participants said it sounded like it was for an audience of Grade 7-8 (12-14 y); having text displayed as well as the audio was helpful. |
| 2 | The New Zealand (Kiwi) accent was identified by 1 of 5 participants but in general it was not thought to be important by the group. |
| 3 | The group thought it sounded okay and were happy with the voices. They did not think any changes needed to be made. If it was to be “Australianized”, 1 participant (nongamer) thought an Australian accent would be more attractive to local youth, but if the choice was between not having the program or having the program with the current accents all 3 would choose to have the program as it is |
| 4 | Thought it sounded “Cool” |
| 5 | Thought it was “OK” |
Participant self-reported demographics.
| Group/session | N | Gender | Age | Ethnicity | Computer Gamer | |||||||||
| M | F | 13 | 14 | 15 | 16 | 17 | 18 | Aboriginal | Australian | None | Yes | No | ||
| 1 | 4 | 4 |
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| 4 | 4 |
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| 2 | 6 | 6 |
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| 2 | 1 | 2 | 1 | 1 | 5 |
| 6 |
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| 3 | 3 |
| 3 | 1 | 2 |
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| 3 |
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| 2 | 1 |
| 4 | 1 |
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| 1 | 1 |
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| 5 | 2 | 2 |
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| Total | 16 | 12 | 4 | 5 | 4 | 2 | 2 | 2 | 1 | 4 | 5 | 7 | 13 | 3 |
Valued choices on ways to get help and supporting quotes.
| Choice | Quote |
| 1. Choose how they got help, who to tell, or choosing not to tell or be reliant on anyone in order to get help |
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| 2. Choosing when and where they could use the program |
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| 3. Being able to get help outside of a counseling session |
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Female responses to game genre.
| Speaker | Quote |
| Researcher |
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| Group 3 female nongamer |
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| Group 3 female gamer |
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| Group 4 female gamer |
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The reasons why participants were interested in receiving help through a game-like medium, and examples of how this was expressed.
| Reason | Example Quote |
| 1. It is a medium that is known and accessible to them |
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| 2. They use computers anyway to feel better |
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| 3. It is a nonthreatening way of getting help |
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