Abstract

BackgroundDepression is a major health issue for indigenous adolescents, yet there is little research conducted about the efficacy and development of psychological interventions for these populations. In New Zealand there is little known about taitamariki (Māori adolescent) opinions regarding the development and effectiveness of psychological interventions, let alone computerized cognitive behavioral therapy. SPARX (Smart, Positive, Active, Realistic, X-factor thoughts) is a computerized intervention developed in New Zealand to treat mild-to-moderate depression in young people. Users are engaged in a virtual 3D environment where they must complete missions to progress to the next level. In each level there are challenges and puzzles to completeIt was designed to appeal to all young people in New Zealand and incorporates several images and concepts that are specifically Māori. ObjectiveThe aim was to conduct an exploratory qualitative study of Māori adolescents’ opinions about the SPARX program. This is a follow-up to an earlier study where taitamariki opinions were gathered to inform the design of a computerized cognitive behavior therapy program.MethodsTaitamariki were interviewed using a semistructured interview once they had completed work with the SPARX resource. Six participants agreed to complete the interview; the interviews ranged from 10 to 30 minutes.ResultsTaitamariki participating in the interviews found SPARX to be helpful. The Māori designs from the SPARX game were appropriate and useful, and the ability to customize the SPARX characters with Māori designs was beneficial and appeared to enhance cultural identity. These helped young people to feel engaged with SPARX which, in turn, assisted with the acquisition of relaxation and cognitive restructuring skills. Overall, using SPARX led to improved mood and increased levels of hope for the participants. In some instances, SPARX was used by wider whānau (Māori word for family) members with reported beneficial effect.ConclusionsOverall, this small group of Māori adolescents reported that cultural designs made it easier for them to engage with SPARX, which, in turn, led to an improvement in their mood and gave them hope. Further research is needed about how SPARX could be best used to support the families of these young people.

Highlights

  • 1.2 Understanding the nature of health risks1.1 Purpose of this reportA description of diseases and injuries and the risk factors that cause them is vital for health decisionmaking and planning

  • Health risks are in transition: populations are ageing owing to successes against infectious diseases; at the same time, patterns of physical activity and food, alcohol and tobacco consumption are changing

  • The 24 risk factors described in this report are responsible for 44% of global deaths and 34% of disability-adjusted life years (DALYs); the 10 leading risk factors account for 33% of deaths

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Summary

Introduction

1.2 Understanding the nature of health risks. A description of diseases and injuries and the risk factors that cause them is vital for health decisionmaking and planning. Understanding the risks to health is key to preventing disease and injuries. A particular disease or injury is often caused by more than one risk factor, which means that multiple interventions are available to target each of these risks. The infectious agent Mycobacterium tuberculosis is the direct cause of tuberculosis; crowded housing and poor nutrition increase the risk, which presents multiple paths for preventing the disease. Most risk factors are associated with more than one disease, and targeting those factors can reduce multiple causes of disease. By quantifying the impact of risk factors on diseases, evidence-based choices can be made about the most effective interventions to improve global health

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