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Create free accountWhitepaperJMIR Serious Games
The psychoeducational serious game SPARX serves as a digital intervention designed to mitigate low mood and stress among Inuit youth in Nunavut, a demographic facing significant mental health disparities and limited access to traditional clinical services. Grounded in cognitive behavioral therapy principles, the intervention aims to provide accessible support for adolescents struggling with emotional regulation. While the program demonstrates potential as a foundational tool for digital mental health, its current iteration highlights the limitations of applying standardized, Eurocentric therapeutic models to specific indigenous contexts without prior adaptation.
Empirical findings from the pilot study indicate that the intervention successfully reduces specific maladaptive cognitive strategies, including self-blame, rumination, catastrophizing, and feelings of hopelessness. However, the program does not currently yield statistically significant decreases in overall depressive symptoms or measurable improvements in formal resilience indicators. These results suggest that while the game effectively addresses certain emotional regulation mechanisms, it lacks the comprehensive impact necessary to serve as a standalone treatment for clinical depression within this population.
Methodological constraints, such as small sample sizes, recruitment difficulties, and the reliance on non-validated assessment tools, complicate the interpretation of these outcomes. Future efforts to support Inuit youth mental health must move beyond the implementation of existing digital platforms toward the development of community-led, culturally tailored interventions. Establishing long-term effectiveness will require larger-scale, longitudinal research that prioritizes collaborative design processes, ensuring that digital health technologies are both culturally resonant and clinically robust enough to meet the unique needs of Inuit communities.
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European Conference on Games Based Learning (ECGBL) · 2026