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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

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT05702086
Enrollment
48
Registered
2023-01-27
Start date
2014-09-08
Completion date
2015-04-22
Last updated
2023-01-31

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Depressive Symptoms, Emotion Regulation

Keywords

hopelessness, catastrophizing, rumination, resilience

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.

Interventions

OTHERSPARX (Smart, Positive, Active, Realistic, X-Factor thoughts)

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.

Sponsors

Government of Nunavut
CollaboratorUNKNOWN
Qaujigiartiit Health Research Centre
CollaboratorUNKNOWN
York University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
13 Years to 18 Years
Healthy volunteers
No

Inclusion criteria

* 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

Exclusion criteria

None

Design outcomes

Primary

MeasureTime frameDescription
Centre for Epidemiologic Depression Scale - RevisedPre-gameplay (T=0)20-item, self-report scale that aims to measure current depressive symptomatology; total scores range 0-60 with higher score representing worse depression
Hopelessness Scale for ChildrenPre-gameplay (T=0)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
Cognitive Emotion Regulation Questionnaire - ShortPre-gameplay (T=0)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
Child and Youth Resilience Measure - ShortPre-gameplay (T=0)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

Countries

Canada

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 11, 2026