A Study on the Effectiveness of I-Sparx for Nunavut Youth: Can an E-Intervention Mental Health Tool in the Form of a Computer Game Improve Emotion Regulation?

This study examines how the e-intervention computer game, I-SPARX, may affect user emotion regulation. I-SPARX was designed for at-risk ᐃᓄᐃᑦ(Inuit) youth to teach cognitive behavioural skills and assist with improving mental health and emotional well-being. Data were collected from 112 ᐃᓄᐃᑦ (Inuit)...

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Main Author: Barnhardt, Jenna
Other Authors: Bohr, Yvonne M.
Format: Thesis
Language:English
Published: 2023
Subjects:
CBT
Online Access:https://hdl.handle.net/10315/41306
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record_format openpolar
spelling ftyorkuniv:oai:yorkspace.library.yorku.ca:10315/41306 2023-10-09T21:52:56+02:00 A Study on the Effectiveness of I-Sparx for Nunavut Youth: Can an E-Intervention Mental Health Tool in the Form of a Computer Game Improve Emotion Regulation? Barnhardt, Jenna Bohr, Yvonne M. 2023-08-04T15:07:09Z application/pdf https://hdl.handle.net/10315/41306 en eng https://hdl.handle.net/10315/41306 Author owns copyright, except where explicitly noted. Please contact the author directly with licensing requests. Psychology Emotion regulation Youth Suicide Inuit Indigenous CBT Cognitive behavioural therapy Neuroscience Neuropsychology Indigenous people Canada Nunavut Inuk Adolescent Suicidal Suicide rate Intervention Therapy Computer game e-intervention Accessible Remote Native Aboriginal Prevention Wellness Community I-SPARX SPARX ISPARX Youth suicide Indigenous youth Electronic Thesis or Dissertation 2023 ftyorkuniv 2023-09-16T23:02:23Z This study examines how the e-intervention computer game, I-SPARX, may affect user emotion regulation. I-SPARX was designed for at-risk ᐃᓄᐃᑦ(Inuit) youth to teach cognitive behavioural skills and assist with improving mental health and emotional well-being. Data were collected from 112 ᐃᓄᐃᑦ (Inuit) youth participants from 25 communities in Nunavut who played I-SPARX and completed pre- and post-game outcome measures. Mixed model analysis was conducted at two time points to examine changes before and after playing the game in 6 domains meant to assess learning objectives and skills development: finding hope, being active, dealing with emotions, overcoming problems, recognizing challenging and unhelpful thoughts, and overall wellness. Results showed positive shifts in participant responses across all categories including emotion regulation skill development. This preliminary data is promising, suggesting that I-SPARX could help teach ᐃᓄᐃᑦ(Inuit) youth skills to manage emotions when they are confronted with challenging situations where negative and unhelpful thoughts arise. Thesis inuit Nunavut York University, Toronto: YorkSpace Nunavut Canada
institution Open Polar
collection York University, Toronto: YorkSpace
op_collection_id ftyorkuniv
language English
topic Psychology
Emotion regulation
Youth
Suicide
Inuit
Indigenous
CBT
Cognitive behavioural therapy
Neuroscience
Neuropsychology
Indigenous people
Canada
Nunavut
Inuk
Adolescent
Suicidal
Suicide rate
Intervention
Therapy
Computer game
e-intervention
Accessible
Remote
Native
Aboriginal
Prevention
Wellness
Community
I-SPARX
SPARX
ISPARX
Youth suicide
Indigenous youth
spellingShingle Psychology
Emotion regulation
Youth
Suicide
Inuit
Indigenous
CBT
Cognitive behavioural therapy
Neuroscience
Neuropsychology
Indigenous people
Canada
Nunavut
Inuk
Adolescent
Suicidal
Suicide rate
Intervention
Therapy
Computer game
e-intervention
Accessible
Remote
Native
Aboriginal
Prevention
Wellness
Community
I-SPARX
SPARX
ISPARX
Youth suicide
Indigenous youth
Barnhardt, Jenna
A Study on the Effectiveness of I-Sparx for Nunavut Youth: Can an E-Intervention Mental Health Tool in the Form of a Computer Game Improve Emotion Regulation?
topic_facet Psychology
Emotion regulation
Youth
Suicide
Inuit
Indigenous
CBT
Cognitive behavioural therapy
Neuroscience
Neuropsychology
Indigenous people
Canada
Nunavut
Inuk
Adolescent
Suicidal
Suicide rate
Intervention
Therapy
Computer game
e-intervention
Accessible
Remote
Native
Aboriginal
Prevention
Wellness
Community
I-SPARX
SPARX
ISPARX
Youth suicide
Indigenous youth
description This study examines how the e-intervention computer game, I-SPARX, may affect user emotion regulation. I-SPARX was designed for at-risk ᐃᓄᐃᑦ(Inuit) youth to teach cognitive behavioural skills and assist with improving mental health and emotional well-being. Data were collected from 112 ᐃᓄᐃᑦ (Inuit) youth participants from 25 communities in Nunavut who played I-SPARX and completed pre- and post-game outcome measures. Mixed model analysis was conducted at two time points to examine changes before and after playing the game in 6 domains meant to assess learning objectives and skills development: finding hope, being active, dealing with emotions, overcoming problems, recognizing challenging and unhelpful thoughts, and overall wellness. Results showed positive shifts in participant responses across all categories including emotion regulation skill development. This preliminary data is promising, suggesting that I-SPARX could help teach ᐃᓄᐃᑦ(Inuit) youth skills to manage emotions when they are confronted with challenging situations where negative and unhelpful thoughts arise.
author2 Bohr, Yvonne M.
format Thesis
author Barnhardt, Jenna
author_facet Barnhardt, Jenna
author_sort Barnhardt, Jenna
title A Study on the Effectiveness of I-Sparx for Nunavut Youth: Can an E-Intervention Mental Health Tool in the Form of a Computer Game Improve Emotion Regulation?
title_short A Study on the Effectiveness of I-Sparx for Nunavut Youth: Can an E-Intervention Mental Health Tool in the Form of a Computer Game Improve Emotion Regulation?
title_full A Study on the Effectiveness of I-Sparx for Nunavut Youth: Can an E-Intervention Mental Health Tool in the Form of a Computer Game Improve Emotion Regulation?
title_fullStr A Study on the Effectiveness of I-Sparx for Nunavut Youth: Can an E-Intervention Mental Health Tool in the Form of a Computer Game Improve Emotion Regulation?
title_full_unstemmed A Study on the Effectiveness of I-Sparx for Nunavut Youth: Can an E-Intervention Mental Health Tool in the Form of a Computer Game Improve Emotion Regulation?
title_sort study on the effectiveness of i-sparx for nunavut youth: can an e-intervention mental health tool in the form of a computer game improve emotion regulation?
publishDate 2023
url https://hdl.handle.net/10315/41306
geographic Nunavut
Canada
geographic_facet Nunavut
Canada
genre inuit
Nunavut
genre_facet inuit
Nunavut
op_relation https://hdl.handle.net/10315/41306
op_rights Author owns copyright, except where explicitly noted. Please contact the author directly with licensing requests.
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