Games for Mental Health. Videogames as Innovative Interventions in Residential Youth Care

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Games for Mental Health Videogames as innovative interventions in residential youth care Angela Schuurmans PhD Candidate Pluryn and Radboud University Nijmegen

Transcript of Games for Mental Health. Videogames as Innovative Interventions in Residential Youth Care

Page 1: Games for Mental Health. Videogames as Innovative Interventions in Residential Youth Care

Games for Mental HealthVideogames as innovative interventions in residential

youth care

Angela Schuurmans

PhD CandidatePluryn and Radboud University

Nijmegen

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Videogames as innovative interventions in residential youth care

Residential care is a challenge!

Youths show severe behavioral problems, often combined with psychiatric disorders and/or intellectual disability.

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Videogames as innovative interventions in residential youth care

Limitations of conventional CBT-based treatment programs• Didactic learning format• Limited generalizability• Not intrinsically motivating

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Videogames as innovative interventions in residential youth care

Residential treatment focus on externalizing behavior

However… ± 75% of youths show comorbid anxiety

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Videogames as innovative interventions in residential youth care

Cognitive behavioral therapy Videogames• Didactic learning format • Limited generalizability • Not intrinsically motivating

• Focus on externalizing problems

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Videogames as innovative interventions in residential youth care

Cognitive behavioral therapy Videogames• Didactic learning format Playful learning• Limited generalizability • Not intrinsically motivating

• Focus on externalizing problems

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Videogames as innovative interventions in residential youth care

Cognitive behavioral therapy Videogames• Didactic learning format Playful learning• Limited generalizability In-game practice• Not intrinsically motivating

• Focus on externalizing problems

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Videogames as innovative interventions in residential youth care

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Videogames as innovative interventions in residential youth care

Cognitive behavioral therapy Videogames• Didactic learning format Playful learning• Limited generalizability In-game practice• Not intrinsically motivating Gaming is fun!

• Focus on externalizing problems

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Videogames as innovative interventions in residential youth care

Cognitive behavioral therapy Videogames• Didactic learning format Playful learning• Limited generalizability In-game practice• Not intrinsically motivating Gaming is fun!

• Focus on externalizing problems Focus on underlying emotion-regulation

mechanisms (Dojo-specific)

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“Dojo” A Videogame Intervention for Youths with Anxiety and Externalizing Problems

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“Dojo” A Videogame Intervention for Youths with Anxiety and Externalizing Problems

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A randomized controlled trial (N = 37)31 boys, 6 girls, mean age 13.87 years (SD = 1.88)

• Experimental condition (n = 18) 8 sessions of 30 minutes gameplay & treatment as usual• Control condition (n = 19) treatment as usual

Trial designed according to the CONSORT guidelines. Ethical review and approval were provided by the Faculty of Social Sciences, Radboud University Nijmegen (ECSW2013-1811-154) and the procedure was registered in the Trial Register for RCTs (www.trialregister.nl; Trial ID: NTR4477).

Does it work? A randomized controlled trial

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Measurements• Anxiety (Spence Children’s Anxiety Scale; SCAS)• Externalizing problems (Strengths and Difficulties

Questionnaire; SDQ)

• Baseline, posttreatment, and four-month follow-up• Self-report and mentor-report

Does it work? A randomized controlled trial

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Does it work? A randomized controlled trial

Anxiety self-report

Baseline to post-test p = .017, η2p

= .156Baseline to follow-upp = .299, η2

p = .034

Baseline Post-test Follow-up12

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DojoControl

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Anxiety mentor-report

Baseline to post-test p = .028, η2p

= .135

Baseline Post-test12

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DojoControl

Does it work? A randomized controlled trial

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Externalizing problems self-report

Baseline to post-test p = .049, η2p

= .109Baseline to follow-upp = .057, η2

p = .083

Baseline Post-test Follow-up7

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DojoControl

Does it work? A randomized controlled trial

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Externalizing problems mentor-report

Baseline to post-test p = .168, η2p

= .055

Baseline Post-test7

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DojoControl

Does it work? A randomized controlled trial

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Summary

Anxiety• Youth self-report: post-test ↓ • Mentor-report: post-test ↓

Externalizing problems• Youth self-report: post-test and four-month follow-up ↓• Mentor-report: ≈

Thus, three our of four outcome measures show a decrease. All three with medium effect sizes, which is comparable to conventional treatment.

Does it work? A randomized controlled trial

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Does it work? A randomized controlled trial

Conclusions

• The effects of “Dojo” are comparable to those of traditional interventions

• Youths’ evaluated “Dojo” very positive

• Implementation within Pluryn

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Karin NijhofSenior researcher, Pluryn

Ignace VermaesDirector Quality of Care and Innovation, Pluryn

Isabela GranicProfessor, Radboud University Nijmegen

Rutger EngelsCEO, Trimbos InstituteProfessor, Radboud University Nijmegen

Games for Mental Health. Videogames as innovative interventions in residential youth care

Thank you! Angela SchuurmansPhD candidatePluryn and Radboud University [email protected]@pluryn.nl