Literature DB >> 26287930

A Pilot Study Evaluating "Dojo," a Videogame Intervention for Youths with Externalizing and Anxiety Problems.

Angela A T Schuurmans1,2, Karin S Nijhof1,2, Ignace P R Vermaes1,2, Rutger C M E Engels1,3, Isabela Granic1.   

Abstract

OBJECTIVE: Externalizing problems, which are the main reason for youth referrals to mental health agencies, are highly persistent and predict a range of negative outcomes. Youths with externalizing problems are also frequently comorbid with anxiety. Among the most widely recognized evidence-based treatments is cognitive behavioral therapy (CBT). Although CBT principles seem to be sound, effect sizes remain moderate, suggesting improvements could be made to this conventional treatment approach. The main premise of the current pilot study is to investigate the feasibility of implementing a videogame intervention ("Dojo" [Gamedesk, Los Angeles, CA]) that incorporates CBT principles and aims to address the limitations of conventional CBT delivery models, with the ultimate goal of improving outcomes for this difficult-to-treat population.
MATERIALS AND METHODS: "Dojo" is an emotion management game that helps youths to recognize and control their physiological and emotional arousal. We explored the implementation and user experience of "Dojo" in a sample of eight adolescents in residential treatment for both externalizing and anxiety problems.
RESULTS: Participants attended all sessions without complaints. They evaluated "Dojo" very positively and exhibited high compliance during the training sessions. We encountered some problems with session scheduling and obtaining mentor reports. Quantitative data show the predicted decrease in three out of four measurements.
CONCLUSIONS: The smooth implementation, high user satisfaction, high self-reported compliance during training sessions, and initial outcome results all indicate the high potential "Dojo" holds as an innovative intervention. If additional rigorously designed randomized controlled trials prove to be successful, "Dojo" can be a cost-effective way to engage high-risk youths in effective intervention.

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Year:  2015        PMID: 26287930     DOI: 10.1089/g4h.2014.0138

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  8 in total

1.  Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion.

Authors:  Manuela Ferrari; Judith Sabetti; Sarah V McIlwaine; Sahar Fazeli; S M Hani Sadati; Jai L Shah; Suzanne Archie; Katherine M Boydell; Shalini Lal; Joanna Henderson; Mario Alvarez-Jimenez; Neil Andersson; Rune Kristian Lundedal Nielsen; Jennifer A Reynolds; Srividya N Iyer
Journal:  Front Digit Health       Date:  2022-04-07

Review 2.  Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review.

Authors:  Steven Barnes; Julie Prescott
Journal:  JMIR Serious Games       Date:  2018-02-28       Impact factor: 4.143

3.  An Integrative Model for the Effectiveness of Biofeedback Interventions for Anxiety Regulation: Viewpoint.

Authors:  Joanneke Weerdmeester; Marieke Mjw van Rooij; Rutger Cme Engels; Isabela Granic
Journal:  J Med Internet Res       Date:  2020-07-23       Impact factor: 5.428

4.  Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review.

Authors:  Darius Zayeni; Jean-Philippe Raynaud; Alexis Revet
Journal:  Front Psychiatry       Date:  2020-02-06       Impact factor: 4.157

5.  Have the COVID-19 pandemic and lockdown affected children's mental health in the long term? A repeated cross-sectional study.

Authors:  Manas Pustake; Sushant Mane; Mohammad Arfat Ganiyani; Sayan Mukherjee; Misba Sayed; Varada Mithbavkar; Zaid Memon; Abdus Samad Momin; Krishna Deshmukh; Ayush Chordia; Sabyasachi Parida; Alan Johnson; Sanket Warghade; Deepankar Varma; Ajit Bhagwat
Journal:  BMJ Open       Date:  2022-07-07       Impact factor: 3.006

6.  Using a Videogame Intervention to Reduce Anxiety and Externalizing Problems among Youths in Residential Care: an Initial Randomized Controlled Trial.

Authors:  Angela A T Schuurmans; Karin S Nijhof; Rutger C M E Engels; Isabela Granic
Journal:  J Psychopathol Behav Assess       Date:  2017-11-29

7.  Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study.

Authors:  Rineke Bossenbroek; Aniek Wols; Joanneke Weerdmeester; Anna Lichtwarck-Aschoff; Isabela Granic; Marieke M J W van Rooij
Journal:  JMIR Ment Health       Date:  2020-03-24

8.  Online Videogames Use and Anxiety in Children during the COVID-19 Pandemic.

Authors:  Concetta De Pasquale; Matteo Chiappedi; Federica Sciacca; Valentina Martinelli; Zira Hichy
Journal:  Children (Basel)       Date:  2021-03-08
  8 in total

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