Making SPARX Fly in Nunavut: Pilot Testing an E-intervention for Boosting Resilience Against Youth Depression
Evaluating the Utility of a Psychoeducational Serious Game (SPARX) in Protecting Inuit Youth From Depression: A Pilot Study
1 other identifier
interventional
48
1 country
1
Brief Summary
The goal of this pilot trial was to test SPARX with Inuit youth in Northern Canada. SPARX is an educational video game designed to teach cognitive behavioural therapy strategies and techniques. This "serious game" has previously shown promise in addressing symptoms of depression with Māori youth in New Zealand. Researchers in this study tested SPARX's suitability with Inuit youth in the territory of Nunavut using surveys that youth completed before and after gameplay. Hypothesis 1: Youth who completed SPARX were expected to experience a decrease in depressive symptoms and risk factors related to depression. Hypothesis 2: Youth who completed the SPARX program were expected to experience an increase in factors related to resilience. A team of Nunavut-based community mental health staff facilitated youth's participation in this remote pilot trial with 24 youth aged 13-18 across 11 communities in Nunavut. These youth had been identified by community facilitators as showing low mood, depression, and/or significant levels of stress.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable
Started Sep 2014
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
September 8, 2014
CompletedPrimary Completion
Last participant's last visit for primary outcome
April 22, 2015
CompletedStudy Completion
Last participant's last visit for all outcomes
April 22, 2015
CompletedFirst Submitted
Initial submission to the registry
January 10, 2023
CompletedFirst Posted
Study publicly available on registry
January 27, 2023
CompletedJanuary 31, 2023
January 1, 2023
8 months
January 10, 2023
January 27, 2023
Conditions
Keywords
Outcome Measures
Primary Outcomes (8)
"Centre for Epidemiologic Depression Scale - Revised"
20-item, self-report scale that aims to measure current depressive symptomatology; total scores range 0-60 with higher score representing worse depression
Pre-gameplay (T=0)
"Centre for Epidemiologic Depression Scale - Revised"
20-item, self-report scale that aims to measure current depressive symptomatology; total scores range 0-60 with higher score representing worse depression
Post-gameplay (T=7 weeks)
"Hopelessness Scale for Children"
17 true-false items, which describe negative future expectations and negative present attitudes; scores range from 0-17 with higher score representing greater hopelessness for the future
Pre-gameplay (T=0)
"Hopelessness Scale for Children"
17 true-false items, which describe negative future expectations and negative present attitudes; scores range from 0-17 with higher score representing greater hopelessness for the future
Post-gameplay (T=7 weeks)
"Cognitive Emotion Regulation Questionnaire - Short"
18-item measure used with adolescents composed of nine coping styles, which are each coded as separate subscales of emotion regulation; items are scored on a Likert scale (1-5) with higher values corresponding to greater use of that cognitive strategy. Some strategies are positive, others negative
Pre-gameplay (T=0)
"Cognitive Emotion Regulation Questionnaire - Short"
18-item measure used with adolescents composed of nine coping styles, which are each coded as separate subscales of emotion regulation; items are scored on a Likert scale (1-5) with higher values corresponding to greater use of that cognitive strategy. Some strategies are positive, others negative
Post-gameplay (T=7 weeks)
"Child and Youth Resilience Measure - Short"
12-item self-report measure that includes three dimensions (Individual, Relational, and Contextual) that reflect the major categories of resilience; total scores range from 12-36 (no; sometimes; yes for 12 items at 1, 2, 3, points respectively); higher scores indicate higher resilience
Pre-gameplay (T=0)
"Child and Youth Resilience Measure - Short"
12-item self-report measure that includes three dimensions (Individual, Relational, and Contextual) that reflect the major categories of resilience; total scores range from 12-36 (no; sometimes; yes for 12 items at 1, 2, 3, points respectively); higher scores indicate higher resilience
Post-gameplay (T=7 weeks)
Study Arms (2)
"Play now" intervention group
EXPERIMENTALThe sequence of SPARX play differed for the youth depending on whether they were in Group A ("play now" intervention group) or Group B ("play later" waitlist group). Both groups completed the pre-intervention surveys at Time 1, the beginning of the study. Group A youth then began to play SPARX for seven weeks while Group B waited. During their wait time of seven weeks, Group B youth were not required to participate in any SPARX activities or meet with the community facilitator during their wait period, and they were provided with no additional SPARX-related information. After seven weeks (Time 2), Group A youth completed post-intervention surveys, while Group B youth began their engagement with SPARX by first completing an additional set of pre-intervention surveys, immediately followed by seven weeks of SPARX play. Once Group B youth completed their SPARX gameplay (Time 3), they completed post-intervention surveys.
"Play later" waitlist group
ACTIVE COMPARATORThe sequence of SPARX play differed for the youth depending on whether they were in Group A ("play now" intervention group) or Group B ("play later" waitlist group). Both groups completed the pre-intervention surveys at Time 1, the beginning of the study. Group A youth then began to play SPARX for seven weeks while Group B waited. During their wait time of seven weeks, Group B youth were not required to participate in any SPARX activities or meet with the community facilitator during their wait period, and they were provided with no additional SPARX-related information. After seven weeks (Time 2), Group A youth completed post-intervention surveys, while Group B youth began their engagement with SPARX by first completing an additional set of pre-intervention surveys, immediately followed by seven weeks of SPARX play. Once Group B youth completed their SPARX gameplay (Time 3), they completed post-intervention surveys.
Interventions
SPARX (Smart, Positive, Active, Realistic, X-Factor thoughts) is a psychoeducational serious game (an e-intervention that utilizes gaming for serious purposes) that teaches established cognitive behavioural therapy strategies and techniques across seven levels or modules. The game is designed to address depressive symptoms in youth by helping them cope with negative thoughts and feelings, represented in the game as GNATs-Gloomy Negative Automatic Thoughts. SPARX was originally designed and developed at the University of Auckland with the specific needs of certain underserved groups of youth in mind, including Māori rangatahi, the Indigenous young people of Aotearoa, New Zealand.
Eligibility Criteria
You may qualify if:
- one or more of the following:
- low mood
- negative affect
- depressive presentations
- significant levels of stress and:
- sufficient English language comprehension to use and understand SPARX
You may not qualify if:
- None
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- York Universitylead
- Government of Nunavutcollaborator
- Qaujigiartiit Health Research Centrecollaborator
Study Sites (1)
York University
Toronto, Ontario, M3J 1P3, Canada
Related Publications (1)
Bohr Y, Litwin L, Hankey JR, McCague H, Singoorie C, Lucassen MFG, Shepherd M, Barnhardt J. Evaluating the Utility of a Psychoeducational Serious Game (SPARX) in Protecting Inuit Youth From Depression: Pilot Randomized Controlled Trial. JMIR Serious Games. 2023 Mar 9;11:e38493. doi: 10.2196/38493.
PMID: 36892940DERIVED
MeSH Terms
Conditions
Interventions
Condition Hierarchy (Ancestors)
Intervention Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Yvonne Bohr, PhD
York University
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- TREATMENT
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Associate Professor
Study Record Dates
First Submitted
January 10, 2023
First Posted
January 27, 2023
Study Start
September 8, 2014
Primary Completion
April 22, 2015
Study Completion
April 22, 2015
Last Updated
January 31, 2023
Record last verified: 2023-01
Data Sharing
- IPD Sharing
- Will not share