*Cette session sera interprétée en direct de l’anglais vers le français.
Inuit youth in Northern Canada, while resilient, face extreme adversities leading to diverse mental health needs and the highest adolescent suicide rates in the world. Yet, remote northern communities in Nunavut are often lacking mental wellness resources for prevention and intervention. We will review a study that examines the effectiveness of a culturally adapted, CBT-based serious e-game (Inuit-SPARX) in conveying problem-solving strategies and enhancing mental wellness. I-SPARX was culturally adapted for and by Inuit communities from the original SPARX (an e-game developed for Māori youth in New Zealand). The I-SPARX video game uses 7 levels of adventures to teach 12 CBT-based to help with stress and low mood. We will discuss the process of developing this intervention in collaboration with Inuit communities; we will also present results and feedback obtained from 110 testers across Nunavut.
- Date January 25, 2024
- Start Time 12:00
- End Time 13:00
- Location Online Event