Computer game aims to zap teen depression
July 31, 2012 by Neil Sands in Psychology & Psychiatry
Long viewed as a contributing factor in teenage isolation, computer games are now being used to treat adolescent depression in an innovative New Zealand programme.
Rather than simply encouraging players to engage in mindless destruction, the SPARX video game attempts to teach teenagers how to deal with depression using a psychological approach known as cognitive behavioural therapy (CBT).
Just as importantly, its creators set out to make the game exciting for those teenagers who are often reluctant to seek counselling and bored by well-meaning advice on how to cope with depression.
The result is a role-playing fantasy game, where teenagers adopt a warrior avatar and get to blast negative thoughts with fireballs while trying to save the world from sinking into a mire of pessimism and despair.
Project leader Sally Merry, a child and adolescent psychiatrist at Auckland University, said the unconventional approach had proved popular with teenagers, allowing them to address their issues in privacy and at their own pace.
"You can deal with mental health problems in a way that doesn't have to be deadly serious," she said. "The therapy doesn't have to be depressing in and of itself. We're aiming to make it fun."
International studies consistently show New Zealand has one of the highest youth suicide rates in the developed world and Merry said she was keen to make treatment for depression more accessible.
"The problem of depression in young people is an international one, it's common and mostly untreated," she said.
Merry said 75-80 percent of adolescents who suffered depression received no help at all, leading to potential problems such as poor school grades, social isolation and a negative outlook.
"Often young people can be feeling low and not really realise what it is," she said.
"They just know that they're feeling 'blah' and accept that as something they have to put up with. SPARX and cognitive behavioural therapy show them we don't have to accept that."
-- "Entertainment Value" --
The game has seven levels, each lasting 35-40 minutes -- the same as a counselling session -- and is aimed at 13- to 17-year-olds, the age range when adolescent depression generally kicks in.
It introduces players to a guide, or mentor, who helps them through the levels, each of which has a lesson embedded in it teaching skills such as anger management, conflict resolution and breathing relaxation exercises.
As the game progresses, the online world depicted in it becomes brighter and less forbidding.
Metia Interactive managing director Maru Nihoniho said the challenge was making the game compelling for teenagers, so they could play it without actually realising they were learning anything.
"We had to look at the learning objectives and still design it to be a game," she said.
"That meant keeping the entertainment value, such as interactive 3D environments, puzzles and quests that you'd find in commercial games."
To do that, they relied on feedback from test groups of teenagers over a 14-month development period, including elements that adolescents wanted while tempering their requests for blood-and-gore and shoot-em-ups.
"We knew we couldn't have shooting because of the nature of the game," she said.
"So instead of having your character going around shooting or killing with machine guns or bombs, we gave the avatar a staff so they could shoot lighting bolts to turn negative thoughts into positive ones. It was about compromise."
-- Seeking help 'less daunting' --
A clinical trial, the results of which were published in the British Medical Journal earlier this year, found the game was as effective as traditional face-to-face counselling in helping adolescents cope with mild to moderate depression.
Merry said the game, which won an innovation prize at the UN's World Summit Awards, had generated interest in the United States, Britain, Canada and Australia, as well as non-English speaking countries looking to translate it.
Its release details are still being finalised but Merry said she would like to make it available through schools, doctors and youth centres as an easily accessible resource for teenagers struggling with depression.
Other options include releasing it on the Internet so it can be played on iPad and Android tablets, as well as developing specialised versions, such as "Rainbow SPARX" for gay youths.
The clinical trial found SPARX helped reduce mild to moderate depression as effectively as traditional counselling, meaning it could potentially be used as an alternative to face-to-face therapy, particularly in rural areas or settings where mental health services are not available.
Merry said that even for those youths whom SPARX may not be suitable for, such as those with severe depression or mental illness, the game could make them feel that going to seek help was less daunting.
"It's not going to fix everyone," she said. "But for those it doesn't help, some may be more receptive and interested in getting counselling."
"I'm very aware that, as a psychiatrist, when young people come to see me they sometimes enjoy chatting and so on, but it's not necessarily what they want to do most with their time.
"I'm trying to find a way of doing things that is much more engaging."
(c) 2012 AFP
-
Computer therapy works for young people with depression
Apr 20, 2012 |
not rated yet |
0
-
For teens battling depression, interactive online tools big help
Sep 07, 2010 |
not rated yet |
0
-
Depression not so clear cut for teens
Oct 12, 2010 |
not rated yet |
0
-
Group programs to prevent childhood depression prove effective
Dec 07, 2011 |
not rated yet |
0
-
Paper calls for more to be done to help young people with depression
Feb 01, 2012 |
not rated yet |
0
-
Motion perception revisited: High Phi effect challenges established motion perception assumptions
Apr 23, 2013 |
3 / 5 (2) |
2
-
Anything you can do I can do better: Neuromolecular foundations of the superiority illusion (Update)
Apr 02, 2013 |
4.5 / 5 (11) |
5
-
The visual system as economist: Neural resource allocation in visual adaptation
Mar 30, 2013 |
5 / 5 (2) |
9
-
Separate lives: Neuronal and organismal lifespans decoupled
Mar 27, 2013 |
4.9 / 5 (8) |
0
-
Sizing things up: The evolutionary neurobiology of scale invariance
Feb 28, 2013 |
4.8 / 5 (10) |
14
-
How can there be villous adenoma in colon, if there are no villi there
20 hours ago
-
How can there be a term called "intestinal metaplasia" of stomach
May 21, 2013
-
Pressure-volume curve: Elastic Recoil Pressure don't make sense
May 18, 2013
-
If you became brain-dead, would you want them to pull the plug?
May 17, 2013
-
MRI bill question
May 15, 2013
-
Ratio of Hydrogen of Oxygen in Dessicated Animal Protein
May 13, 2013
- More from Physics Forums - Medical Sciences
More news stories
'Boys will be boys' in US, but not in Asia
A new study shows there is a gender gap when it comes to behavior and self-control in American young children – one that does not appear to exist in children in Asia.
Psychology & Psychiatry
10 hours ago |
not rated yet |
0
Brain can be trained in compassion, study shows
Until now, little was scientifically known about the human potential to cultivate compassion—the emotional state of caring for people who are suffering in a way that motivates altruistic behavior.
Psychology & Psychiatry
11 hours ago |
5 / 5 (2) |
2
|
Good marriage can buffer effects of dad's depression on young children
What effect does a father's depression have on his young son or daughter? When fathers report a high level of emotional intimacy in their marriage, their children benefit, said a University of Illinois study.
Psychology & Psychiatry
12 hours ago |
not rated yet |
0
American, Nepalese kids a world apart on social duties
(Medical Xpress)—Preschoolers universally recognize that one's choices are not always free – that our decisions may be constrained by social obligations to be nice to others or follow rules set by parents ...
Psychology & Psychiatry
19 hours ago |
not rated yet |
0
Ethicists' behavior not more moral, study finds
(Medical Xpress)—Do ethicists engage in better moral behavior than other professors? The answer is no. Nor are they more likely than nonethicists to act according to values they espouse, according to researchers from the ...
Psychology & Psychiatry
19 hours ago |
5 / 5 (1) |
0
Slowing the aging process—only with antibiotics
Swiss scientists reveal the mechanism responsible for aging hidden deep within mitochondria—and dramatically slow it down in worms by administering antibiotics to the young.
Rate of bicycle-related fatalities significantly lower in states with helmet laws
Existing research shows that bicyclists who wear helmets have an 88 percent lower risk of brain injury, but researchers at Boston Children's Hospital found that simply having bicycle helmet laws in place showed a 20 percent ...
Researchers complete largest genetic sequencing study of human disease
Researchers from Queen Mary, University of London have led the largest sequencing study of human disease to date, investigating the genetic basis of six autoimmune diseases.
Having both migraines, depression may mean smaller brain
(HealthDay)—Migraines and depression can each cause a great deal of suffering, but new research indicates the combination of the two may be linked to something else entirely—a smaller brain.
Novel approach for influenza vaccination shows promise in early animal testing
A new approach for immunizing against influenza elicited a more potent immune response and broader protection than the currently licensed seasonal influenza vaccines when tested in mice and ferrets. The vaccine ...
Enzyme-activating antibodies revealed as marker for most severe form of rheumatoid arthritis
In a series of lab experiments designed to unravel the workings of a key enzyme widely considered a possible trigger of rheumatoid arthritis, researchers at Johns Hopkins have found that in the most severe ...