Views of Young People in Rural Australia on SPARX, a Fantasy World Developed for New Zealand Youth With Depression
by Colleen Cheek, Heather Bridgman, Theresa Fleming, Elizabeth Cummings, Leonie Ellis, Mathijs FG Lucassen, Matthew Shepherd, Timothy Skinner
(Published on 18 Feb 2014)
Background: A randomized control trial demonstrated that a computerized cognitive behavioral therapy (cCBT) program (Smart, Positive, Active, Realistic, X-factor thoughts [SPARX]) was an appealing and efficacious treatment for depression for adolescents in New Zealand. Little is known about the acceptability of computerized therapy programs for rural Australians and the suitability of computerized programs developed in one cultural context when used in another country. Issues such as accents and local differences in health care access might mean adjustments to programs are required. Objective: This study sought to explore the acceptability of SPARX by youth in rural Australia and to explore whether and how young people would wish to access such a program. Methods: Focus groups and...
DietBet: A Web-Based Program that Uses Social Gaming and Financial Incentives to Promote Weight Loss
by Tricia Leahey, Jamie Rosen
(Published on 07 Feb 2014)
Background: Web-based commercial weight loss programs are increasing in popularity. Despite their significant public health potential, there is limited research on the effectiveness of such programs. Objective: The objective of our study was to examine weight losses produced by DietBet and explore whether baseline and engagement variables predict weight outcomes. Methods: DietBet is a social gaming website that uses financial incentives and social influence to promote weight loss. Players bet money and join a game. All players have 4 weeks to lose 4% of their initial body weight. At enrollment, players can choose to share their participation on Facebook. During the game, players interact with one another and report their weight loss on the DietBet platform. At week 4, all players...