| Literature DB >> 35413001 |
Nadia Minian1,2,3,4, Anika Saiva1, Allison Gayapersad1, Rosa Dragonetti1,2, Catherine Proulx5, Patricia Debergue5, Julia Lecce1, Sarwar Hussain1, Eric Desjardins5, Peter Selby1,2,3,6,7.
Abstract
BACKGROUND: The emergence of the novel coronavirus (COVID-19) has introduced additional pressures on an already fragile mental health care system due to a significant rise in depression, anxiety, and stress among Canadians. Although cognitive behavioral therapy (CBT) is known to be an efficacious treatment to reduce such mental health issues, few people have access to CBT in an engaging and sustainable manner. To address this gap, a collaboration between the Centre for Addiction and Mental Health (CAMH) and the National Research Council of Canada (NRC) developed CBT-based self-led, online, clinician-tested modules in the form of a video game, named Legend of Evelys, and evaluated its usability in the attenuation of a COVID-19-related increase in stress.Entities:
Keywords: COVID-19; Mental health; anxiety; cognitive behavioral therapy; depression; digital health; digital therapy; mental health care system; self-care; technological infrastructure; usability study; user engagement; user perception; video game development; video games
Year: 2022 PMID: 35413001 PMCID: PMC9136657 DOI: 10.2196/36820
Source DB: PubMed Journal: JMIR Form Res ISSN: 2561-326X
Figure 1CONSORT flow diagram modified for non-randomized trial design.
Baseline characteristics of participants (N=32).
| Characteristics | Participants, n (%) | |
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| 18-28 | 10 (31) |
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| 29-39 | 10 (31) |
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| 40-50 | 5 (16) |
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| 51 or older | 7 (22) |
| Most comfortable speaking English | 32 (100) | |
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| Canada | 20 (63) |
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| Outside Canada | 12 (37) |
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| East Asian (eg, Chinese, Japanese, Korean) | 3 (9) |
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| South Asian (eg, Indian, Pakistani, Sri Lankan) | 8 (25) |
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| Black-Caribbean (eg, Barbadian, Jamaican) | 2 (6) |
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| Indian-Caribbean (eg, Guyanese with origins in India) | 1 (3) |
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| Latin American (eg, Argentinean, Chilean, Salvadoran) | 1 (3) |
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| White-European (eg, English, Italian, Portuguese, Russian) | 4 (13) |
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| White-North American (eg, Canadian, American) | 11 (34) |
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| Do not know/prefer not to answer | 2 (6) |
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| Woman-cisgender (assigned female at birth and has gender identities as woman) | 17 (53) |
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| Man-cisgender (assigned male at birth and has gender identities as man) | 14 (44) |
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| Nonbinary (gender identity does not align with a binary understanding of gender as man or woman) | 1 (3) |
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| Asexual | 4 (13) |
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| Gay | 1 (3) |
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| Heterosexual (straight) | 24 (75) |
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| Pansexual | 1 (3) |
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| Do not know/prefer not to answer | 2 (6) |
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| Single (never married) | 21 (66) |
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| Married or in a domestic partnership | 8 (25) |
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| Separated or divorced | 3 (9) |
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| High school | 3 (9) |
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| Trade, technical or vocation school, apprenticeship training, or technical CEGEPa | 2 (6) |
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| Diploma from community college, preuniversity CEGEP, or nonuniversity | 8 (25) |
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| University degree | 14 (44) |
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| Graduate degree (MSc, MBA, PhD, etc) | 5 (16) |
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| 0-29,999 | 5 (16) |
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| 30,000-59,999 | 13 (41) |
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| 60,000-89,999 | 7 (22) |
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| 90,000-119,999 | 3 (9) |
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| 120,000-149,999 | 1 (3) |
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| 150,000 or more | 1 (3) |
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| Do not know/prefer not to answer | 2 (6) |
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| Excellent, very good, good | 24 (75) |
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| Fair | 4 (13) |
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| Poor | 3 (9) |
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| Prefer not to answer | 1 (4) |
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| Excellent, very good, good | 17 (53) |
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| Fair | 12 (38) |
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| Poor | 2 (7) |
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| Prefer not to answer | 1 (3) |
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| No | 28 (88) |
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| Yes | 4 (12) |
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| No | 32 (100) |
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| Yes | 0 (0) |
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| No | 28 (88) |
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| Yes | 4 (12) |
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| No | 26 (81) |
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| Yes | 6 (19) |
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| Low stress (0-13 points) | 5 (17) |
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| Moderate stress (14-26 points) | 19 (63) |
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| High stress (27-40 points) | 6 (20) |
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| Very strongly agree or strongly agree | 10 (31) |
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| Neither agree nor disagree | 17 (53) |
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| Strongly disagree or disagree | 5 (16) |
aCEGEP: Collège d'Enseignement Général et Professionnel; public general and vocational college unique to the province of Quebec.
b1 CAD=US $0.79.
Analytic data of video game usage in sessions by age group.
| Age group (years) | Participants, n | Total sessions of app usage | Journal sessions | Guided breathing activity sessions | Educational module sessions (ie, “cognitive monsters”) | Interaction with characters sessions | |||||||
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| Mean (SD) | Range | Mean (SD) | Range | Mean (SD) | Range | Mean (SD) | Range | Mean (SD) | Range | ||
| 18-28 | 10 | 2.9 (1.29) | 1.1 (1.73) | 0-5 | 1.5 (1.58) | 0-4 | 4.5 (3.54) | 0-10 | 8.7 (5.12) | 1-16 | |||
| 29-39 | 9 | 5.6 (3.50) | 2.6 (3.430) | 3.430-11 | 4 (5.66) | 0-18 | 14.6 (16.32) | 0-54 | 19.7 (20.14) | 0-62 | |||
| 40-50 | 5 | 4 (2) | 3.4 (2.19) | 1-7 | 4.8 (2.77) | 2-9 | 10.6 (4.77) | 5-17 | 18.4 (12.54) | 8-40 | |||
| 50+ | 7 | 13.3 (17.1) | 3-47 | 9 (10.02) | 1-27 | 6 (5.45) | 0-15 | 14.3 (13.3) | 0-38 | 48.4 (57.06) | 10-171 | ||
Analytic data of video game usage in sessions by gender.
| Gender | Participants, n | Total app usage sessions | Journal sessions | Guided breathing activity sessions | Cognitive monsters sessions | Interaction with characters sessions | |||||
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| Mean (SD) | Range | Mean (SD) | Range | Mean (SD) | Range | Mean (SD) | Range | Mean (SD) | Range |
| Male | 13 | 7.7 (12.18) | 1-47 | 4.5 (7.48) | 0-17 | 4.2 (5.2) | 0-18 | 4.5 (3.54) | 0-10 | 13.2 (14.18) | 1-171 |
| Female | 17 | 5.1 (5.83) | 1-26 | 3.1 (4.55) | 0-19 | 3.1 (3.69) | 0-15 | 8.2 (9.23) | 0-38 | 14.1 (14.26) | 0-66 |
Perceived Stress Scale scores at baseline and follow-up (n=28).
| Time point | Mean (SD) | Range |
| Baseline | 22.14 (6.19) | 10-33 |
| 2-week follow-up | 18.04 (6.08) | 6-29 |