TY - JOUR
T1 - A Nunavut community-directed Inuit youth mental wellness initiative
T2 - making I-SPARX fly
AU - Bohr, Yvonne
AU - Hankey, Jeffrey
AU - Thomas, Alaina
AU - Abdelmaseh, Marette
AU - Armour, Leigh
AU - McCague, Hugh
AU - Barnhardt, Jenna
AU - Oskalns, Megis
AU - Garvey, Nichaela
AU - Singh, Yogita
AU - Danz, Cassie
AU - Singoorie, Chelsea
AU - Qaunaq, Reuben
AU - Oshoweetok, Iola
AU - Lucassen, Mathijs
AU - Merry, Sally
AU - Shepherd, Matthew
AU - Bornstein, Marc H.
AU - Ahmad, Farah
AU - Shulman, Shmuel
AU - Weiss, Jonathan
N1 - Publisher Copyright:
© 2024 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group.
PY - 2024
Y1 - 2024
N2 - Inuit youth in Nunavut (NU) are resilient but face a protracted suicide crisis. The SPARX serious game and e-intervention, developed originally in New Zealand, teaches youth cognitive behavioural therapy (CBT) skills to ameliorate stress and depression. Inuit youth in NU reviewed and culturally adapted SPARX and an existing wellness outcome measure for Inuit. One hundred and twenty-one youth, aged 13 to 24, across NU then tested, played, and evaluated I(nuit)-SPARX, showing improvement in several areas of wellbeing post-play. Youth completed a CBT skills survey, engaged in sharing circles to assess CBT skill retention, and shared their thoughts about the usefulness and cultural fit of I-SPARX with Inuit Qaujimajatuqangit (IQ). Communication Skills, Listening Skills, and Problem Solving emerged as the most helpful learned CBT skills, and NU youth provided real-world examples of using I-SPARX skills to support their mental wellness. Several principles of IQ were exemplified and upheld in the content of the adapted SPARX tool and the process of the project as a whole. Empirically grounded, asynchronous e-tools, developed in collaboration with Inuit communities to ensure cultural specificity, may support psychological wellness in communities where mental health resources are scarce.
AB - Inuit youth in Nunavut (NU) are resilient but face a protracted suicide crisis. The SPARX serious game and e-intervention, developed originally in New Zealand, teaches youth cognitive behavioural therapy (CBT) skills to ameliorate stress and depression. Inuit youth in NU reviewed and culturally adapted SPARX and an existing wellness outcome measure for Inuit. One hundred and twenty-one youth, aged 13 to 24, across NU then tested, played, and evaluated I(nuit)-SPARX, showing improvement in several areas of wellbeing post-play. Youth completed a CBT skills survey, engaged in sharing circles to assess CBT skill retention, and shared their thoughts about the usefulness and cultural fit of I-SPARX with Inuit Qaujimajatuqangit (IQ). Communication Skills, Listening Skills, and Problem Solving emerged as the most helpful learned CBT skills, and NU youth provided real-world examples of using I-SPARX skills to support their mental wellness. Several principles of IQ were exemplified and upheld in the content of the adapted SPARX tool and the process of the project as a whole. Empirically grounded, asynchronous e-tools, developed in collaboration with Inuit communities to ensure cultural specificity, may support psychological wellness in communities where mental health resources are scarce.
KW - Community-based participatory action research
KW - Inuit
KW - adolescent health
KW - cognitive behavioural therapy
KW - mental wellness
KW - serious games
UR - http://www.scopus.com/inward/record.url?scp=85206056465&partnerID=8YFLogxK
U2 - 10.1080/22423982.2024.2401210
DO - 10.1080/22423982.2024.2401210
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C2 - 39388613
AN - SCOPUS:85206056465
SN - 1239-9736
VL - 83
JO - International Journal of Circumpolar Health
JF - International Journal of Circumpolar Health
IS - 1
M1 - 2401210
ER -