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?

dc.contributor.advisorBohr, Yvonne M.
dc.contributor.authorBarnhardt, Jenna
dc.date.accessioned2023-08-04T15:07:09Z
dc.date.available2023-08-04T15:07:09Z
dc.date.issued2023-08-04
dc.date.updated2023-08-04T15:07:09Z
dc.degree.disciplinePsychology(Functional Area: Clinical-Developmental)
dc.degree.levelMaster's
dc.degree.nameMA - Master of Arts
dc.description.abstractThis 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.
dc.identifier.urihttps://hdl.handle.net/10315/41306
dc.languageen
dc.rightsAuthor owns copyright, except where explicitly noted. Please contact the author directly with licensing requests.
dc.subjectPsychology
dc.subject.keywordsPsychology
dc.subject.keywordsEmotion regulation
dc.subject.keywordsYouth
dc.subject.keywordsSuicide
dc.subject.keywordsInuit
dc.subject.keywordsIndigenous
dc.subject.keywordsCBT
dc.subject.keywordsCognitive behavioural therapy
dc.subject.keywordsNeuroscience
dc.subject.keywordsNeuropsychology
dc.subject.keywordsIndigenous people
dc.subject.keywordsCanada
dc.subject.keywordsNunavut
dc.subject.keywordsInuk
dc.subject.keywordsAdolescent
dc.subject.keywordsSuicidal
dc.subject.keywordsSuicide rate
dc.subject.keywordsIntervention
dc.subject.keywordsTherapy
dc.subject.keywordsComputer game
dc.subject.keywordse-intervention
dc.subject.keywordsAccessible
dc.subject.keywordsRemote
dc.subject.keywordsNative
dc.subject.keywordsAboriginal
dc.subject.keywordsPrevention
dc.subject.keywordsWellness
dc.subject.keywordsCommunity
dc.subject.keywordsI-SPARX
dc.subject.keywordsSPARX
dc.subject.keywordsISPARX
dc.subject.keywordsYouth suicide
dc.subject.keywordsIndigenous youth
dc.titleA 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?
dc.typeElectronic Thesis or Dissertation

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