Academic Journal

Outcomes of providing children aged 7-12 years with access to evidence-based anxiety treatment via a standalone digital intervention using immersive gaming technology: Real-world evaluation

Λεπτομέρειες βιβλιογραφικής εγγραφής
Τίτλος: Outcomes of providing children aged 7-12 years with access to evidence-based anxiety treatment via a standalone digital intervention using immersive gaming technology: Real-world evaluation
Συγγραφείς: Gee, Brioney, Teague, Bonnie, Laphan, Andrew, Clarke, Tim, Coote, Georgianna, Garner, Jessica, Wilson, Jon
Έτος έκδοσης: 2024
Συλλογή: University of East Anglia: UEA Digital Repository
Περιγραφή: Background: Anxiety disorders are among the most common mental health conditions in childhood, but most children with anxiety disorders do not access evidence-based interventions. The delivery of therapeutic interventions via digital technologies has been proposed to significantly increase timely access to evidence-based treatment. Lumi Nova (BfB Labs Limited) is a digital therapeutic intervention designed to deliver evidence-based anxiety treatment for those aged 7‐12 years through a mobile app incorporating immersive gaming technology. Objective: We aimed to evaluate the real-world impact of providing access to Lumi Nova through UK National Health Service–funded mental health services. Methods: We analyzed precollected anonymized data routinely captured through the implementation of Lumi Nova from children aged 7‐12 years, who lived in the United Kingdom and had the opportunity to use the intervention for at least 1 week over an 18-month period. Engagement indices included whether the game key was activated, number of unique sessions, time spent engaging, and number of “challenges” completed. Clinical outcomes were assessed using the Goal-Based Outcomes measure and Child Outcome Rating Scale. Demographic data were analyzed to assess the health equality implications of Lumi Nova. Results: Of 1029 eligible families invited to use Lumi Nova, 644 (62.5%) activated their game key, of whom 374 (58.1%) completed at least one in-game graded exposure challenge. The median number of unique sessions was 6 (IQR 3‐12) and the median time spent engaging with the intervention was 42 (IQR 15‐79) minutes. For the subset of young people with paired outcomes, there were statistically significant small to medium improvements in goal-based outcome scores (n=224; t 223=5.78, P<.001; d=0.37, 95% CI 0.25‐0.52) and Child Outcome Rating Scale scores (n=123; t 122=5.10, P<.001; d=0.46, 95% CI 0.27‐0.65) between the first and last data points. Two in 5 young people’s scores reflected a change that would be considered reliable. ...
Τύπος εγγράφου: article in journal/newspaper
Περιγραφή αρχείου: application/pdf
Γλώσσα: English
ISSN: 2368-7959
Relation: https://ueaeprints.uea.ac.uk/id/eprint/98109/1/mental_2024_1_e52866.pdf; Gee, Brioney, Teague, Bonnie, Laphan, Andrew, Clarke, Tim, Coote, Georgianna, Garner, Jessica and Wilson, Jon (2024) Outcomes of providing children aged 7-12 years with access to evidence-based anxiety treatment via a standalone digital intervention using immersive gaming technology: Real-world evaluation. JMIR Mental Health, 11. ISSN 2368-7959
DOI: 10.2196/52866
Διαθεσιμότητα: https://ueaeprints.uea.ac.uk/id/eprint/98109/
https://ueaeprints.uea.ac.uk/id/eprint/98109/1/mental_2024_1_e52866.pdf
https://doi.org/10.2196/52866
Rights: cc_by
Αριθμός Καταχώρησης: edsbas.503A9029
Βάση Δεδομένων: BASE
Περιγραφή
ISSN:23687959
DOI:10.2196/52866