| Literature DB >> 31508404 |
Pattie P Gonsalves1, Eleanor S Hodgson1, Avinash Kumar2, Tiara Aurora2, Yash Chandak2, Rhea Sharma1, Daniel Michelson3, Vikram Patel1,4,5.
Abstract
Introduction: Digital technology platforms offer unparalleled opportunities to reach vulnerable adolescents at scale and overcome many barriers that exist around conventional service provision. This paper describes the design and development of POD Adventures, a blended problem-solving game-based intervention for adolescents with or at risk of anxiety, depression and conduct difficulties in India. This intervention was developed as part of the PRemIum for ADolEscents (PRIDE) research programme, which aims to establish a suite of transdiagnostic psychological interventions organized around a stepped care system in Indian secondary schools. Methods and Materials: Intervention development followed a person-centered approach consisting of four iterative activities: (i) review of recent context-specific evidence on mental health needs and preferences for the target population of school-going Indian adolescents, including a multiple stakeholder analysis of school counseling priorities and pilot studies of a brief problem-solving intervention; (ii) new focus group discussions with N = 46 student participants and N = 8 service providers; (iii) co-design workshops with N = 22 student participants and N = 8 service providers; and (iv) user-testing with N = 50 student participants. Participants were aged 12-17 years and recruited from local schools in New Delhi and Goa, including a subgroup with self-identified mental health needs (N = 6).Entities:
Keywords: LMIC; adolescents; blended; digital; gamification; mental health; problem solving; smartphone applications (apps)
Year: 2019 PMID: 31508404 PMCID: PMC6716539 DOI: 10.3389/fpubh.2019.00238
Source DB: PubMed Journal: Front Public Health ISSN: 2296-2565
Participant characteristics FGDs and co-design workshops.
| Focus group discussions (FGDs) | Goa | Students (23) | 4 | 12–16 | 11:12 |
| Delhi | Students (23) | 2 | 14 – 16 | 10:13 | |
| Goa | Service providers (5) | 2 | – | 5:0 | |
| Delhi | Service providers (3) | 2 | – | 3:0 | |
| Co-design workshops | Goa | Students (9) | 1 | 14–15 | 4:5 |
| Delhi | Students (13) | 1 | 13 | 0:13 | |
| Goa | Service providers (5) | 1 | 26–35 | 7:5 |
Participant characteristics—user testing.
| School 1 | 6 | 13–15 years | 4:2 | Teacher | 1 |
| School 2 | 6 | 12–15 years | 3:3 | Teacher | 4 |
| School 3 | 8 | 12–15 years | 4:4 | Volunteers | 7 |
| School 4 | 12 | 15–17 years | 6:6 | Teacher | 2 |
| School 5 | 12 | 12–15 years | 8:4 | Teacher | 5 |
| School 6 | 6 | 15–17 years | 3:3 | Teacher | 3 |
| Total | 50 | 12–17 years | 28:22 | – | 22 |
Prior experience of PRIDE face to face counseling program.
Figure 1Research design process.
Figure 2Intervention prototype structure.
Figure 3Adventures section screenshots. (A) Adventures home screen, (B) character and environment scene, (C) interactive conversation, (D) “safe place” guided imagery emotion regulation exercise, (E) mini-game to create “Do-It” plan for a character, and (F) examples of characters.
Figure 4My-POD section screenshots. (A) My POD homescreen, (B) instruction screen with audio, (C) problem rating screen, and (D) problem prioritization screen.