Literature DB >> 31502420

A novel approach to improve stress regulation among traumatized youth in residential care: Feasibility study testing three game-based meditation interventions.

Angela A T Schuurmans1,2, Karin S Nijhof1,2, Ron Scholte2,3, Arne Popma4, Roy Otten1,2,5.   

Abstract

AIM: Many youth in residential care suffer from post-traumatic symptoms that have adverse effects on a range of psychological, behavioural and physiological outcomes. Although current evidence-based treatment options are effective, they have their limitations. Meditation interventions are an alternative to traditional trauma-focused treatment. This pilot study aimed to evaluate three game-based meditation interventions in a sample of traumatized youth in residential care.
METHODS: Fifteen participants were randomly divided over three conditions (Muse, DayDream and Wild Divine) that all consisted of twelve 15-minute game-play sessions. Physiological measurements (heart rate variability) were conducted at baseline, post-treatment and during each intervention session. Post-traumatic symptoms, stress, depression, anxiety and aggression were assessed at baseline, post-treatment and 1-month follow-up.
RESULTS: Physiological stress regulation was improved during the meditation sessions of all three interventions. User evaluations were in particular high for Muse with a rating of 8.42 out of 10 for game evaluation. Overall, outcomes on psychopathology demonstrated the most robust effect on stress. Muse performed best, with all participants showing reliable improvements (reliable change indexes [RCIs]) in post-traumatic symptoms, stress and anxiety. Participants who played Daydream or Wild Divine showed inconsistent progression: some participants improved, whereas others remained stable or even deteriorated based on their RCIs.
CONCLUSIONS: Preliminary findings show promising outcomes on physiology, psychopathology and user evaluations. All indicate the potential of this innovative form of stress regulation intervention, and the potential of Muse in particular, although findings should be considered preliminary due to our small sample size. Further studies are warranted to assess intervention effectiveness effects of Muse or other game-based meditation interventions for traumatized youth.
© 2019 John Wiley & Sons Australia, Ltd.

Entities:  

Keywords:  adolescents; game-based intervention; meditation; post-traumatic stress; trauma

Year:  2019        PMID: 31502420     DOI: 10.1111/eip.12874

Source DB:  PubMed          Journal:  Early Interv Psychiatry        ISSN: 1751-7885            Impact factor:   2.732


  2 in total

Review 1.  Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review.

Authors:  Kim Martinez; Maria Isabel Menéndez-Menéndez; Andres Bustillo
Journal:  JMIR Serious Games       Date:  2021-12-16       Impact factor: 4.143

2.  Validity of the Empatica E4 Wristband to Measure Heart Rate Variability (HRV) Parameters: a Comparison to Electrocardiography (ECG).

Authors:  Angela A T Schuurmans; Peter de Looff; Karin S Nijhof; Catarina Rosada; Ron H J Scholte; Arne Popma; Roy Otten
Journal:  J Med Syst       Date:  2020-09-23       Impact factor: 4.460

  2 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.