Abstract
The need to provide effective mental health treatments for adolescents has been described as a global public health challenge [27]. In this paper we discuss the exploratory evaluations of the first adolescent intervention to fully integrate a computer game implementing Cognitive Behavioural Therapy. Three distinct studies are presented: a detailed evaluation in which therapists independent of the design team used the game with 6 adolescents experiencing clinical anxiety disorders; a study in which a member of the design team used the game with 15 adolescents; and finally a study assessing the acceptability of the game and intervention with 216 practicing therapists. Findings are presented within the context of a framework for the design and evaluation of complex health interventions. The paper provides an in-depth insight into the use of therapeutic games to support adolescent interventions and provides stronger evidence than previously available for both their effectiveness and acceptability to stakeholders.
| Original language | English |
|---|---|
| Title of host publication | ACM CHI 2011 |
| Publisher | Association for Computing Machinery |
| Pages | 2937-2946 |
| Number of pages | 10 |
| ISBN (Print) | 9781450302289 |
| DOIs | |
| Publication status | Published - 2011 |
| Event | ACM CHI2011 - Vancouver, Canada Duration: 7 May 2011 → 12 May 2011 |
Conference
| Conference | ACM CHI2011 |
|---|---|
| Country/Territory | Canada |
| City | Vancouver |
| Period | 7/05/11 → 12/05/11 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 3 Good Health and Well-being
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