scholarly journals Views of Young People in Rural Australia on SPARX, a Fantasy World Developed for New Zealand Youth With Depression

2014 ◽  
Vol 2 (1) ◽  
pp. e3 ◽  
Author(s):  
Colleen Cheek ◽  
Heather Bridgman ◽  
Theresa Fleming ◽  
Elizabeth Cummings ◽  
Leonie Ellis ◽  
...  
2020 ◽  
Author(s):  
C Cheek ◽  
H Bridgman ◽  
Theresa Fleming ◽  
E Cummings ◽  
L Ellis ◽  
...  

Background: A randomized control trial demonstrated that a computerized cognitive behavioral therapy (cCBT) program (Smart, Positive, Active, Realistic, X-factor thoughts [SPARX]) was an appealing and efficacious treatment for depression for adolescents in New Zealand. Little is known about the acceptability of computerized therapy programs for rural Australians and the suitability of computerized programs developed in one cultural context when used in another country. Issues such as accents and local differences in health care access might mean adjustments to programs are required. Objective: This study sought to explore the acceptability of SPARX by youth in rural Australia and to explore whether and how young people would wish to access such a program. Methods: Focus groups and semistructured interviews were conducted with 16 young people attending two youth-focused community services in a small, rural Tasmanian town. An inductive data-driven approach was used to identify themes using the interview transcripts as the primary data source. Interpretation was supported by demographic data, observer notes, and content analysis. Results: Participants reported that young people want help for mental health issues but they have an even stronger need for controlling how they access services. In particular, they considered protecting their privacy in their small community to be paramount. Participants thought computerized therapy was a promising way to increase access to treatment for youth in rural and remote areas if offered with or without therapist support and via settings other than school. The design features of SPARX that were perceived to be useful, included the narrative structure of the program, the use of different characters, the personalization of an avatar, "socialization" with the Guide character, optional journaling, and the use of encouraging feedback. Participants did not consider (New Zealand) accents off-putting. Young people believed the SPARX program would appeal to those who play computer games generally, but may be less appealing for those who do not. Conclusions: The findings suggest that computerized therapy offered in ways that support privacy and choice can improve access to treatment for rural youth. Foreign accents and style may not be off-putting to teenage users when the program uses a playful fantasy genre, as it is consistent with their expectation of fantasy worlds, and it is in a medium with which they already have a level of competence. Rather, issues of engaging design and confidential access appeared to be more important. These findings suggest a proven tool once formally assessed at a local level can be adopted cross-nationally.


2020 ◽  
Author(s):  
C Cheek ◽  
H Bridgman ◽  
Theresa Fleming ◽  
E Cummings ◽  
L Ellis ◽  
...  

Background: A randomized control trial demonstrated that a computerized cognitive behavioral therapy (cCBT) program (Smart, Positive, Active, Realistic, X-factor thoughts [SPARX]) was an appealing and efficacious treatment for depression for adolescents in New Zealand. Little is known about the acceptability of computerized therapy programs for rural Australians and the suitability of computerized programs developed in one cultural context when used in another country. Issues such as accents and local differences in health care access might mean adjustments to programs are required. Objective: This study sought to explore the acceptability of SPARX by youth in rural Australia and to explore whether and how young people would wish to access such a program. Methods: Focus groups and semistructured interviews were conducted with 16 young people attending two youth-focused community services in a small, rural Tasmanian town. An inductive data-driven approach was used to identify themes using the interview transcripts as the primary data source. Interpretation was supported by demographic data, observer notes, and content analysis. Results: Participants reported that young people want help for mental health issues but they have an even stronger need for controlling how they access services. In particular, they considered protecting their privacy in their small community to be paramount. Participants thought computerized therapy was a promising way to increase access to treatment for youth in rural and remote areas if offered with or without therapist support and via settings other than school. The design features of SPARX that were perceived to be useful, included the narrative structure of the program, the use of different characters, the personalization of an avatar, "socialization" with the Guide character, optional journaling, and the use of encouraging feedback. Participants did not consider (New Zealand) accents off-putting. Young people believed the SPARX program would appeal to those who play computer games generally, but may be less appealing for those who do not. Conclusions: The findings suggest that computerized therapy offered in ways that support privacy and choice can improve access to treatment for rural youth. Foreign accents and style may not be off-putting to teenage users when the program uses a playful fantasy genre, as it is consistent with their expectation of fantasy worlds, and it is in a medium with which they already have a level of competence. Rather, issues of engaging design and confidential access appeared to be more important. These findings suggest a proven tool once formally assessed at a local level can be adopted cross-nationally.


2020 ◽  
Author(s):  
C Cheek ◽  
H Bridgman ◽  
Theresa Fleming ◽  
E Cummings ◽  
L Ellis ◽  
...  

Background: A randomized control trial demonstrated that a computerized cognitive behavioral therapy (cCBT) program (Smart, Positive, Active, Realistic, X-factor thoughts [SPARX]) was an appealing and efficacious treatment for depression for adolescents in New Zealand. Little is known about the acceptability of computerized therapy programs for rural Australians and the suitability of computerized programs developed in one cultural context when used in another country. Issues such as accents and local differences in health care access might mean adjustments to programs are required. Objective: This study sought to explore the acceptability of SPARX by youth in rural Australia and to explore whether and how young people would wish to access such a program. Methods: Focus groups and semistructured interviews were conducted with 16 young people attending two youth-focused community services in a small, rural Tasmanian town. An inductive data-driven approach was used to identify themes using the interview transcripts as the primary data source. Interpretation was supported by demographic data, observer notes, and content analysis. Results: Participants reported that young people want help for mental health issues but they have an even stronger need for controlling how they access services. In particular, they considered protecting their privacy in their small community to be paramount. Participants thought computerized therapy was a promising way to increase access to treatment for youth in rural and remote areas if offered with or without therapist support and via settings other than school. The design features of SPARX that were perceived to be useful, included the narrative structure of the program, the use of different characters, the personalization of an avatar, "socialization" with the Guide character, optional journaling, and the use of encouraging feedback. Participants did not consider (New Zealand) accents off-putting. Young people believed the SPARX program would appeal to those who play computer games generally, but may be less appealing for those who do not. Conclusions: The findings suggest that computerized therapy offered in ways that support privacy and choice can improve access to treatment for rural youth. Foreign accents and style may not be off-putting to teenage users when the program uses a playful fantasy genre, as it is consistent with their expectation of fantasy worlds, and it is in a medium with which they already have a level of competence. Rather, issues of engaging design and confidential access appeared to be more important. These findings suggest a proven tool once formally assessed at a local level can be adopted cross-nationally.


2020 ◽  
Author(s):  
Hiran Thabrew ◽  
Karolina Stasiak ◽  
Harshali Kumar ◽  
Tarique Naseem ◽  
Christopher Frampton ◽  
...  

BACKGROUND Approximately 10% to 12% of New Zealand children and young people have long-term physical conditions (also known as chronic illnesses) and are more likely to develop psychological problems, particularly anxiety and depression. Delayed treatment leads to worse physical and mental healthcare, school absence, and poorer long-term outcomes. Recently, electronic health (eHealth) interventions, especially those based on the principles of Cognitive Behavior Therapy (CBT), have been shown to be as good as face-to-face therapy. Biofeedback techniques have also been shown to enhance relaxation during the treatment of anxiety. However, these modalities have rarely been combined. Young people with long-term physical conditions have expressed a preference for well-designed and technologically-based support to deal with psychological issues, especially anxiety. OBJECTIVE This study aimed to co-design and evaluate the (i) acceptability and (ii) usability of a CBT and biofeedback-based, 5-module eHealth game called ‘Starship Rescue’ and (iii) to provide preliminary evidence regarding its effectiveness in addressing anxiety and quality of life in young people with long-term physical conditions. METHODS Starship Rescue was co-designed with children and young people from a tertiary hospital in Auckland, New Zealand. Following this, 24 young people aged 10 to 17 years were enrolled in an open trial, during which they were asked to use the game for an 8-week period. Acceptability of the game to all participants was assessed using a brief, open-ended questionnaire, and more detailed feedback was obtained from a subset of 10 participants via semi-structured interviews. Usability was evaluated via the System Usability Scale (SUS) and device-recorded frequency and duration of access on completion of the game. Anxiety levels were measured prior to commencement, on completion of the game, and 3 months later using the Generalized Anxiety Disorder 7-item scale (GAD-7) and Spence Child Anxiety Scales (SCAS), and at the start of each module and at the end of the game using an embedded Likert/visual analog scale. Quality of life was measured prior to commencement and on completion of the game using the Pediatric Quality of Life Scale (PEDS-QL). RESULTS Users gave Starship Rescue an overall rating of 5.9 out of 10 (range 3-10 and a mean score of 71 out of 100 (SD 11.7; min 47.5; max 90) on the System Usability Scale (SUS). The mean time period for use of the game was just over 11-weeks (78.8 days, 13.5 hours, 40 minutes). Significant reductions in anxiety were noted between the start and end of the game on the GAD-7 (-4.6 (p=0.000)), SCAS (-9.6 (p=0.005)), and the Likert/visual analogue scales (-2.4 (p=0.001)). Quality of life also improved on the PedsQL scale (+4.3 (p=0.042)). All changes were sustained at 3-month follow-up. CONCLUSIONS This study provides preliminary evidence for Starship Rescue being an acceptable, usable and effective eHealth intervention for addressing anxiety in young people with long-term physical conditions. Further evaluation is planned via a more formal randomized controlled trial. CLINICALTRIAL Australian New Zealand Clinical Trials Network Registry (ANZCTR): ACTRN12616001253493p;https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=371443 (Archived by WebCite at http://www.webcitation.org/6sYB716lf)


2021 ◽  
Vol 4 (1) ◽  
Author(s):  
Shaaliny Jaufar

Abstract Background Engagement of young people is essential for achieving sustainable outcomes both locally and in the global context. Democratic processes appear to be the most facilitative mechanism to hold governments to account with governments becoming more receptive to pro-environmental policies when there is input from citizens to do so. While there is concern about a general lack of participation in traditional forms of political processes, particularly among young people, there are those who are carving a space for themselves as active citizens within a system that is often times contradictory to their lives. In this context, this paper looks at the lived experiences of a small sample of active young people in Kulhudhuffushi island of Maldives and Hamilton, New Zealand to examine the contexts and conditions that lead to and sustain these forms of sustainable citizenship. Results In-depth interviews conducted with young people in both locations found similarities within both groups in terms of motivating factors, knowledge and support networks, lifestyle practices, and conceptualisations of citizenship. Early exposure to natural environments, role models and participation in actions and networks helped to create active citizenship, while lack of conducive spaces and cultural attitudes impeded activism. Conclusion The results show that providing opportunities for early interactions with nature, and participation in actions and activist networks is vital for fostering and sustaining active citizenship. Additionally local and national groups and institutions need to facilitate spaces conducive for organising and alternative narratives, as well as promoting a counter culture to the current carbon heavy system. The findings contribute to literature on listening to youth voices in environmental and climate activism.


2022 ◽  

The health of babies, children and young people is fundamentally different from that of adults, so their healthcare must reflect their unique needs and engage their parents, family members and communities. Paediatric Nursing in Australia and New Zealand introduces nursing students to the care of infants, children, young people and their families in a range of clinical and community settings across Australasia. This third edition includes New Zealand content and an increased focus on families. New chapters cover health services available for Aboriginal, Torres Strait Islander and Māori children, the transition to parenthood for new families, children's sleep patterns and behaviour, and paediatric health in school settings. Case studies and reflective questions encourage students to develop critical thinking and problem-solving skills. Written by an expert team, Paediatric Nursing in Australia and New Zealand equips future nurses with the knowledge and skills to provide evidence-based care to babies, children and their families.


Author(s):  
Louise S Foley ◽  
Ralph Maddison ◽  
Yannan Jiang ◽  
Timothy Olds ◽  
Kate Ridley

2021 ◽  
Author(s):  
◽  
Rachel Alexa Margaret Tallon

<p>Young people are not passive, homogenous audiences of media that is produced by international humanitarian and development organisations (NGOs). They actively read and engage with the messages cognitively and emotionally and in the process create new meanings. This thesis is an investigation into what interpretations young people make from NGO media. The twin goals of education and fundraising present certain difficulties for NGOs who view developed world schools as a key site for awareness-raising for both their brand and global issues of injustice. Critics are concerned that when representation is aligned directly and simplistically with charity, powerful messages are signalled to the viewers. The nature and impact of these messages are yet to be fully understood as there is little empirical evidence of how young people receive and interpret NGO media.  This research directly addresses this gap. The research identifies and maps various interpretations that young people have on encountering images and messages produced by NGOs. Year 10 social studies classrooms were chosen as the context for data collection and 118 young people and seven teachers from five diverse secondary schools in New Zealand participated. They were canvassed using qualitative methods that included focus groups. The approach for this research was informed by postdevelopment critique which examines the power of the discourse of development in constructing ideas about people and development.  The findings show young people to be astute and critical interpreters of NGO media. Teachers reported that NGO media is very influential and could be problematic in forming a solely negative view of the global South. Most of the young people approved of the sector’s charitable work but many expressed doubts about NGO expenditure and the accuracy of the imagery. A key finding is that many said they knew the images were designed to make them feel guilty in order to elicit action which was usually a donation. The findings support other research among adults and show the early development of attitudes towards NGOs and ideas about the developing world. The significance of a conflicting emotional response towards NGO marketing is a central finding for this thesis. This conflict of wanting to help and yet not being able to do so created a tangible tension within the young people and affected how they viewed people in the global South. Young people in New Zealand are emerging actors in the global development industry and their ideas will shape North-South interactions in the future. This research directly contributes to understanding the power of the NGO sector to mediate global relations across difference, a process of which there are moral and political implications.</p>


2019 ◽  
Vol 45 (5) ◽  
pp. 660-669 ◽  
Author(s):  
Judith Sligo ◽  
Bernadette Jones ◽  
Cheryl Davies ◽  
Richard Egan ◽  
Tristram Ingham ◽  
...  

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