2021
DOI: 10.1111/camh.12444
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Technology Matters: SPARX – computerised cognitive behavioural therapy for adolescent depression in a game format

Abstract: Adolescent depression is common, and its prevalence is thought to be increasing in many high income nations. Addressing adolescent depression has proven challenging using traditional face‐to‐face psychotherapies, with major barriers including workforce shortages internationally and reluctance to seek help among some adolescents. There is substantial evidence to support the use of digital tools to treat mental health problems, with the National Institute for Health and Care Excellence (NICE) now recommending su… Show more

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Cited by 6 publications
(6 citation statements)
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“…While we have men tioned that gamification might support motivation, external re wards can undermine internal motivation if not used carefully 4 . Future research should explore these questions and examine the impact of specific gamification features, make stronger use of gamification theory, and consider audience segmentation and the importance of user preferences 3,4,9 .…”
Section: The Role Of Gamification In Digital Mental Healthmentioning
confidence: 99%
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“…While we have men tioned that gamification might support motivation, external re wards can undermine internal motivation if not used carefully 4 . Future research should explore these questions and examine the impact of specific gamification features, make stronger use of gamification theory, and consider audience segmentation and the importance of user preferences 3,4,9 .…”
Section: The Role Of Gamification In Digital Mental Healthmentioning
confidence: 99%
“…Gamification features include narrative, imaginary settings, opportunities to explore, puzzles, reward “mini‐games”, and playful quizzes. SPARX was not inferior to treatment‐as‐usual for depressive symptoms in a large trial 9 . Retention rates were good in studies, and adolescents reported that game features were helpful for engagement 9 .…”
mentioning
confidence: 97%
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