A Narrative-Gamified Mental Health App (Kuamsha) for Adolescents in Uganda: Mixed Methods Feasibility and Acceptability Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-12-19 DOI:10.2196/59381
Julia R Pozuelo, Christine Nabulumba, Doreen Sikoti, Meghan Davis, Joy Louise Gumikiriza-Onoria, Eugene Kinyanda, Bianca Moffett, Alastair van Heerden, Heather A O'Mahen, Michelle Craske, Munshi Sulaiman, Alan Stein
{"title":"A Narrative-Gamified Mental Health App (Kuamsha) for Adolescents in Uganda: Mixed Methods Feasibility and Acceptability Study.","authors":"Julia R Pozuelo, Christine Nabulumba, Doreen Sikoti, Meghan Davis, Joy Louise Gumikiriza-Onoria, Eugene Kinyanda, Bianca Moffett, Alastair van Heerden, Heather A O'Mahen, Michelle Craske, Munshi Sulaiman, Alan Stein","doi":"10.2196/59381","DOIUrl":null,"url":null,"abstract":"<p><strong>Background: </strong>Many adolescents in Uganda are affected by common mental disorders, but only a few affordable treatment options are available. Digital mental health interventions offer promising opportunities to reduce these large treatment gaps, but interventions specifically tailored for Ugandan adolescents are limited.</p><p><strong>Objective: </strong>This study aimed to determine the feasibility and acceptability of the Kuamsha program, an intervention delivered through a gamified app with low-intensity telephonic guidance, as a way to promote mental health among adolescents from the general population in Uganda.</p><p><strong>Methods: </strong>A 3-month pre-post single-arm trial was conducted with adolescents aged between 15 and 19 years living in Wakiso District, Central Uganda. The intervention was coproduced with adolescents from the study site to ensure that it was culturally acceptable. The feasibility and acceptability of the intervention were evaluated using an explanatory sequential mixed methods approach. Feasibility was assessed by collecting data on trial retention rates and treatment adherence rates. Acceptability was assessed through a questionnaire and in-depth interviews with participants following the conclusion of the intervention period. As a secondary objective, we explored the changes in participants' mental health before and after the intervention.</p><p><strong>Results: </strong>A total of 31 adolescents were recruited for the study. Results from the study showed high levels of feasibility and acceptability. Trial retention rates exceeded 90%, and treatment adherence was ≥80%. These results, evaluated against our predefined trial progression criteria, indicate a successful feasibility study, with all criteria exceeding the thresholds necessary to progress to a larger trial. App engagement metrics, such as time spent on the app and modules completed, exceeded existing literature benchmarks, and many adolescents continued to use the app after the intervention. In-depth interviews and questionnaire responses revealed high acceptability levels. Depressive symptoms trended toward reduction (mean difference: 1.41, 95% CI -0.60 to 3.42, Cohen d=0.30), although this was not statistically significant (P=.16). Supporting this trend, we also observed a reduction in the proportion of participants with moderate depressive symptoms from 32% (10/31) to 17% (5/29) after the intervention, but this change was also not significant (P=.10).</p><p><strong>Conclusions: </strong>This study presents evidence to support the Kuamsha program as a feasible and acceptable digital mental health program for adolescents in Uganda. A fully powered randomized controlled trial is needed to assess its effectiveness in improving adolescents' mental health.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"12 ","pages":"e59381"},"PeriodicalIF":3.8000,"publicationDate":"2024-12-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11695961/pdf/","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"JMIR Serious Games","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.2196/59381","RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"HEALTH CARE SCIENCES & SERVICES","Score":null,"Total":0}
引用次数: 0

Abstract

Background: Many adolescents in Uganda are affected by common mental disorders, but only a few affordable treatment options are available. Digital mental health interventions offer promising opportunities to reduce these large treatment gaps, but interventions specifically tailored for Ugandan adolescents are limited.

Objective: This study aimed to determine the feasibility and acceptability of the Kuamsha program, an intervention delivered through a gamified app with low-intensity telephonic guidance, as a way to promote mental health among adolescents from the general population in Uganda.

Methods: A 3-month pre-post single-arm trial was conducted with adolescents aged between 15 and 19 years living in Wakiso District, Central Uganda. The intervention was coproduced with adolescents from the study site to ensure that it was culturally acceptable. The feasibility and acceptability of the intervention were evaluated using an explanatory sequential mixed methods approach. Feasibility was assessed by collecting data on trial retention rates and treatment adherence rates. Acceptability was assessed through a questionnaire and in-depth interviews with participants following the conclusion of the intervention period. As a secondary objective, we explored the changes in participants' mental health before and after the intervention.

Results: A total of 31 adolescents were recruited for the study. Results from the study showed high levels of feasibility and acceptability. Trial retention rates exceeded 90%, and treatment adherence was ≥80%. These results, evaluated against our predefined trial progression criteria, indicate a successful feasibility study, with all criteria exceeding the thresholds necessary to progress to a larger trial. App engagement metrics, such as time spent on the app and modules completed, exceeded existing literature benchmarks, and many adolescents continued to use the app after the intervention. In-depth interviews and questionnaire responses revealed high acceptability levels. Depressive symptoms trended toward reduction (mean difference: 1.41, 95% CI -0.60 to 3.42, Cohen d=0.30), although this was not statistically significant (P=.16). Supporting this trend, we also observed a reduction in the proportion of participants with moderate depressive symptoms from 32% (10/31) to 17% (5/29) after the intervention, but this change was also not significant (P=.10).

Conclusions: This study presents evidence to support the Kuamsha program as a feasible and acceptable digital mental health program for adolescents in Uganda. A fully powered randomized controlled trial is needed to assess its effectiveness in improving adolescents' mental health.

乌干达青少年叙事游戏化心理健康应用程序(Kuamsha):混合方法可行性和可接受性研究。
背景:乌干达的许多青少年受到常见精神障碍的影响,但只有少数负担得起的治疗选择。数字精神卫生干预措施为缩小这些巨大的治疗差距提供了有希望的机会,但专门为乌干达青少年量身定制的干预措施有限。目的:本研究旨在确定Kuamsha项目的可行性和可接受性,这是一种通过游戏化应用程序提供低强度电话指导的干预措施,作为促进乌干达普通人群青少年心理健康的一种方式。方法:对生活在乌干达中部Wakiso区的15至19岁青少年进行了为期3个月的前后单臂试验。干预是与研究地点的青少年共同制作的,以确保其在文化上是可接受的。采用解释性顺序混合方法评估干预措施的可行性和可接受性。通过收集试验保留率和治疗依从率的数据来评估可行性。在干预期结束后,通过问卷调查和对参与者的深度访谈来评估可接受性。作为次要目标,我们探讨了干预前后参与者心理健康的变化。结果:共招募了31名青少年参与研究。研究结果显示了高水平的可行性和可接受性。试验保留率超过90%,治疗依从性≥80%。这些结果,根据我们预先设定的试验进展标准进行评估,表明这是一项成功的可行性研究,所有标准都超过了进行更大规模试验所需的阈值。应用参与度指标,如在应用上花费的时间和完成的模块,超过了现有的文献基准,许多青少年在干预后继续使用该应用。深入访谈和问卷调查结果显示,可接受程度很高。抑郁症状有减轻的趋势(平均差异:1.41,95% CI -0.60 ~ 3.42, Cohen d=0.30),尽管这没有统计学意义(P= 0.16)。支持这一趋势,我们还观察到干预后中度抑郁症状的参与者比例从32%(10/31)减少到17%(5/29),但这一变化也不显著(P= 0.10)。结论:本研究提供证据支持Kuamsha项目作为乌干达青少年可行和可接受的数字心理健康项目。需要一项完全有力的随机对照试验来评估其在改善青少年心理健康方面的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信