A Cognitive Behavioral Therapy–, Biofeedback-, and Game-Based eHealth Intervention to Treat Anxiety in Children and Young People With Long-Term Physical Conditions (Starship Rescue): Co-design and Open Trial

BackgroundApproximately 10%-12% of New Zealand children and young people have long-term physical conditions (chronic illnesses) and are more likely to develop psychological problems, particularly anxiety and depression. Delayed treatment leads to worse health care and poorer...

Full description

Bibliographic Details
Main Authors: Hiran Thabrew, Karolina Stasiak, Harshali Kumar, Tarique Naseem, Christopher Frampton, Sally Merry
Format: Article
Language:English
Published: JMIR Publications 2021-09-01
Series:JMIR Serious Games
Online Access:https://games.jmir.org/2021/3/e26084
_version_ 1797735670336192512
author Hiran Thabrew
Karolina Stasiak
Harshali Kumar
Tarique Naseem
Christopher Frampton
Sally Merry
author_facet Hiran Thabrew
Karolina Stasiak
Harshali Kumar
Tarique Naseem
Christopher Frampton
Sally Merry
author_sort Hiran Thabrew
collection DOAJ
description BackgroundApproximately 10%-12% of New Zealand children and young people have long-term physical conditions (chronic illnesses) and are more likely to develop psychological problems, particularly anxiety and depression. Delayed treatment leads to worse health care and poorer long-term outcomes. Recently, eHealth interventions, especially those based on principles of cognitive behavioral therapy and biofeedback, have been shown to be moderately effective in reducing anxiety. However, these modalities have rarely been combined. Young people have expressed a preference for well-designed and technology-based support to deal with psychological issues. ObjectiveThis study aims to co-design and evaluate the acceptability and usability of a cognitive behavioral therapy and biofeedback-based, 5-module eHealth game called Starship Rescue and to provide preliminary evidence regarding its effectiveness in addressing anxiety and quality of life in young people with long-term physical conditions. MethodsStarship Rescue was co-designed with 15 children and young people from a tertiary hospital in New Zealand. Following this, 24 others aged 10-17 years participated in an open trial of the game, accessing it over an 8-week period. The acceptability of the game to all participants was assessed using a brief, open-ended questionnaire. More detailed feedback was obtained from a subset of 10 participants via semistructured interviews. Usability was evaluated via device-recorded frequency and duration of access on completion of the game and the System Usability Scale. Anxiety levels were measured at baseline, completion, and 3 months after completion of the game using the Generalized Anxiety Disorder 7-item scale and Spence Child Anxiety Scale, and at the start of each module and on completion using an embedded Likert visual analog scale. Quality of life was measured at baseline, completion, and 3 months after completion using the Pediatric Quality of Life Inventory scale. ResultsUsers gave Starship Rescue an overall rating of 5.9 out of 10 (range 3-10) and a mean score of 71 out of 100 (SD 11.7; minimum 47.5; maximum 90) on the System Usability Scale. The mean period for the use of the game was just over 11 weeks (78.8 days, 13.5 hours, 40 minutes). Significant reductions in anxiety were noted between the start and end of the game on the Generalized Anxiety Disorder 7-item scale (−4.6; P<.001), Spence Child Anxiety Scale (−9.6; P=.005), and the Likert visual analog scales (−2.4; P=.001). Quality of life also improved on the Pediatric Quality of Life Inventory scale (+4.3; P=.04). All changes were sustained at the 3-month follow-up. ConclusionsThis study provides preliminary evidence for Starship Rescue as an acceptable, usable, and effective eHealth intervention for treating anxiety in young people with long-term physical conditions. Further evaluation is planned via a randomized controlled trial. Trial RegistrationAustralian New Zealand Clinical Trials Network Registry (ANZCTR) ACTRN12616001253493; https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=371443
first_indexed 2024-03-12T13:02:20Z
format Article
id doaj.art-6d9837cf2f394dee9af825cd217b1e4a
institution Directory Open Access Journal
issn 2291-9279
language English
last_indexed 2024-03-12T13:02:20Z
publishDate 2021-09-01
publisher JMIR Publications
record_format Article
series JMIR Serious Games
spelling doaj.art-6d9837cf2f394dee9af825cd217b1e4a2023-08-28T19:08:15ZengJMIR PublicationsJMIR Serious Games2291-92792021-09-0193e2608410.2196/26084A Cognitive Behavioral Therapy–, Biofeedback-, and Game-Based eHealth Intervention to Treat Anxiety in Children and Young People With Long-Term Physical Conditions (Starship Rescue): Co-design and Open TrialHiran Thabrewhttps://orcid.org/0000-0002-8755-6217Karolina Stasiakhttps://orcid.org/0000-0002-1153-3123Harshali Kumarhttps://orcid.org/0000-0002-4384-5500Tarique Naseemhttps://orcid.org/0000-0002-7563-1152Christopher Framptonhttps://orcid.org/0000-0003-0603-5661Sally Merryhttps://orcid.org/0000-0002-8281-1573 BackgroundApproximately 10%-12% of New Zealand children and young people have long-term physical conditions (chronic illnesses) and are more likely to develop psychological problems, particularly anxiety and depression. Delayed treatment leads to worse health care and poorer long-term outcomes. Recently, eHealth interventions, especially those based on principles of cognitive behavioral therapy and biofeedback, have been shown to be moderately effective in reducing anxiety. However, these modalities have rarely been combined. Young people have expressed a preference for well-designed and technology-based support to deal with psychological issues. ObjectiveThis study aims to co-design and evaluate the acceptability and usability of a cognitive behavioral therapy and biofeedback-based, 5-module eHealth game called Starship Rescue and to provide preliminary evidence regarding its effectiveness in addressing anxiety and quality of life in young people with long-term physical conditions. MethodsStarship Rescue was co-designed with 15 children and young people from a tertiary hospital in New Zealand. Following this, 24 others aged 10-17 years participated in an open trial of the game, accessing it over an 8-week period. The acceptability of the game to all participants was assessed using a brief, open-ended questionnaire. More detailed feedback was obtained from a subset of 10 participants via semistructured interviews. Usability was evaluated via device-recorded frequency and duration of access on completion of the game and the System Usability Scale. Anxiety levels were measured at baseline, completion, and 3 months after completion of the game using the Generalized Anxiety Disorder 7-item scale and Spence Child Anxiety Scale, and at the start of each module and on completion using an embedded Likert visual analog scale. Quality of life was measured at baseline, completion, and 3 months after completion using the Pediatric Quality of Life Inventory scale. ResultsUsers gave Starship Rescue an overall rating of 5.9 out of 10 (range 3-10) and a mean score of 71 out of 100 (SD 11.7; minimum 47.5; maximum 90) on the System Usability Scale. The mean period for the use of the game was just over 11 weeks (78.8 days, 13.5 hours, 40 minutes). Significant reductions in anxiety were noted between the start and end of the game on the Generalized Anxiety Disorder 7-item scale (−4.6; P<.001), Spence Child Anxiety Scale (−9.6; P=.005), and the Likert visual analog scales (−2.4; P=.001). Quality of life also improved on the Pediatric Quality of Life Inventory scale (+4.3; P=.04). All changes were sustained at the 3-month follow-up. ConclusionsThis study provides preliminary evidence for Starship Rescue as an acceptable, usable, and effective eHealth intervention for treating anxiety in young people with long-term physical conditions. Further evaluation is planned via a randomized controlled trial. Trial RegistrationAustralian New Zealand Clinical Trials Network Registry (ANZCTR) ACTRN12616001253493; https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=371443https://games.jmir.org/2021/3/e26084
spellingShingle Hiran Thabrew
Karolina Stasiak
Harshali Kumar
Tarique Naseem
Christopher Frampton
Sally Merry
A Cognitive Behavioral Therapy–, Biofeedback-, and Game-Based eHealth Intervention to Treat Anxiety in Children and Young People With Long-Term Physical Conditions (Starship Rescue): Co-design and Open Trial
JMIR Serious Games
title A Cognitive Behavioral Therapy–, Biofeedback-, and Game-Based eHealth Intervention to Treat Anxiety in Children and Young People With Long-Term Physical Conditions (Starship Rescue): Co-design and Open Trial
title_full A Cognitive Behavioral Therapy–, Biofeedback-, and Game-Based eHealth Intervention to Treat Anxiety in Children and Young People With Long-Term Physical Conditions (Starship Rescue): Co-design and Open Trial
title_fullStr A Cognitive Behavioral Therapy–, Biofeedback-, and Game-Based eHealth Intervention to Treat Anxiety in Children and Young People With Long-Term Physical Conditions (Starship Rescue): Co-design and Open Trial
title_full_unstemmed A Cognitive Behavioral Therapy–, Biofeedback-, and Game-Based eHealth Intervention to Treat Anxiety in Children and Young People With Long-Term Physical Conditions (Starship Rescue): Co-design and Open Trial
title_short A Cognitive Behavioral Therapy–, Biofeedback-, and Game-Based eHealth Intervention to Treat Anxiety in Children and Young People With Long-Term Physical Conditions (Starship Rescue): Co-design and Open Trial
title_sort cognitive behavioral therapy biofeedback and game based ehealth intervention to treat anxiety in children and young people with long term physical conditions starship rescue co design and open trial
url https://games.jmir.org/2021/3/e26084
work_keys_str_mv AT hiranthabrew acognitivebehavioraltherapybiofeedbackandgamebasedehealthinterventiontotreatanxietyinchildrenandyoungpeoplewithlongtermphysicalconditionsstarshiprescuecodesignandopentrial
AT karolinastasiak acognitivebehavioraltherapybiofeedbackandgamebasedehealthinterventiontotreatanxietyinchildrenandyoungpeoplewithlongtermphysicalconditionsstarshiprescuecodesignandopentrial
AT harshalikumar acognitivebehavioraltherapybiofeedbackandgamebasedehealthinterventiontotreatanxietyinchildrenandyoungpeoplewithlongtermphysicalconditionsstarshiprescuecodesignandopentrial
AT tariquenaseem acognitivebehavioraltherapybiofeedbackandgamebasedehealthinterventiontotreatanxietyinchildrenandyoungpeoplewithlongtermphysicalconditionsstarshiprescuecodesignandopentrial
AT christopherframpton acognitivebehavioraltherapybiofeedbackandgamebasedehealthinterventiontotreatanxietyinchildrenandyoungpeoplewithlongtermphysicalconditionsstarshiprescuecodesignandopentrial
AT sallymerry acognitivebehavioraltherapybiofeedbackandgamebasedehealthinterventiontotreatanxietyinchildrenandyoungpeoplewithlongtermphysicalconditionsstarshiprescuecodesignandopentrial
AT hiranthabrew cognitivebehavioraltherapybiofeedbackandgamebasedehealthinterventiontotreatanxietyinchildrenandyoungpeoplewithlongtermphysicalconditionsstarshiprescuecodesignandopentrial
AT karolinastasiak cognitivebehavioraltherapybiofeedbackandgamebasedehealthinterventiontotreatanxietyinchildrenandyoungpeoplewithlongtermphysicalconditionsstarshiprescuecodesignandopentrial
AT harshalikumar cognitivebehavioraltherapybiofeedbackandgamebasedehealthinterventiontotreatanxietyinchildrenandyoungpeoplewithlongtermphysicalconditionsstarshiprescuecodesignandopentrial
AT tariquenaseem cognitivebehavioraltherapybiofeedbackandgamebasedehealthinterventiontotreatanxietyinchildrenandyoungpeoplewithlongtermphysicalconditionsstarshiprescuecodesignandopentrial
AT christopherframpton cognitivebehavioraltherapybiofeedbackandgamebasedehealthinterventiontotreatanxietyinchildrenandyoungpeoplewithlongtermphysicalconditionsstarshiprescuecodesignandopentrial
AT sallymerry cognitivebehavioraltherapybiofeedbackandgamebasedehealthinterventiontotreatanxietyinchildrenandyoungpeoplewithlongtermphysicalconditionsstarshiprescuecodesignandopentrial