Making SPARX Fly in Nunavut: Pilot Testing an E-intervention for Boosting Resilience Against Youth Depression

NACompletedINTERVENTIONAL
Enrollment

48

Participants

Timeline

Start Date

September 8, 2014

Primary Completion Date

April 22, 2015

Study Completion Date

April 22, 2015

Conditions
Depressive SymptomsEmotion Regulation
Interventions
OTHER

SPARX (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.

Trial Locations (1)

M3J 1P3

York University, Toronto

All Listed Sponsors
collaborator

Government of Nunavut

UNKNOWN

collaborator

Qaujigiartiit Health Research Centre

UNKNOWN

lead

York University

OTHER

NCT05702086 - Making SPARX Fly in Nunavut: Pilot Testing an E-intervention for Boosting Resilience Against Youth Depression | Biotech Hunter | Biotech Hunter