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The Grow It! app-longitudinal changes in adolescent well-being during the COVID-19 pandemic: a proof-of-concept study.
Dietvorst, E; Legerstee, J S; Vreeker, A; Koval, S; Mens, M M; Keijsers, L; Hillegers, M H J.
  • Dietvorst E; Department of Child and Adolescents Psychiatry/Psychology Erasmus MC Sophia, Children's Hospital, Erasmus University Medical Center, Rotterdam, The Netherlands. e.dietvorst@erasmusmc.nl.
  • Legerstee JS; Department of Child and Adolescents Psychiatry/Psychology Erasmus MC Sophia, Children's Hospital, Erasmus University Medical Center, Rotterdam, The Netherlands.
  • Vreeker A; Department of Child and Adolescents Psychiatry/Psychology Erasmus MC Sophia, Children's Hospital, Erasmus University Medical Center, Rotterdam, The Netherlands.
  • Koval S; Department of Child and Adolescents Psychiatry/Psychology Erasmus MC Sophia, Children's Hospital, Erasmus University Medical Center, Rotterdam, The Netherlands.
  • Mens MM; Department of Epidemiology, Harvard T.H. Chan School of Public Health, Boston, USA.
  • Keijsers L; Department of Psychology, Education and Child Studies, Erasmus School of Social and Behavioural Sciences, Rotterdam, The Netherlands.
  • Hillegers MHJ; Department of Child and Adolescents Psychiatry/Psychology Erasmus MC Sophia, Children's Hospital, Erasmus University Medical Center, Rotterdam, The Netherlands.
Eur Child Adolesc Psychiatry ; 2022 May 07.
Article in English | MEDLINE | ID: covidwho-2322785
ABSTRACT
Adolescent mental health and well-being have been adversely impacted by the COVID-19 pandemic. In this preregistered longitudinal study, we evaluated whether adolescents' well-being improved after playing the multiplayer serious game app Grow It! During the first lockdown (May-June 2020), 1282 Dutch adolescents played the Grow It! app (age = 16.67, SD = 3.07, 68% girls). During the second lockdown (December-May 2020 onwards), an independent cohort of 1871 adolescents participated (age = 18.66, SD = 3.70, 81% girls). Adolescents answered online questionnaires regarding affective and cognitive well-being, depressive symptoms, anxiety, and impact of COVID-19 at baseline. Three to six weeks later, the baseline questionnaire was repeated and user experience questions were asked (N = 462 and N = 733 for the first and second cohort). In both cohorts, affective and cognitive well-being increased after playing the Grow It! app (t = - 6.806, p < 0.001; t = - 6.77, p < 0.001; t = - 6.12, p < 0.001; t = - 5.93, p < 0.001; Cohen's d range 0.20-0.32). At the individual level, 41-53% of the adolescents increased in their affective or cognitive well-being. Adolescents with higher risk profiles (i.e., more depressive symptoms, lower atmosphere at home, and more COVID-19 impact) improved more strongly in their well-being. Positive user evaluations and app engagement were unrelated to changes in affective and cognitive well-being. This proof-of-concept study tentatively suggests that Grow It! supported adolescents during the pandemic.
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Full text: Available Collection: International databases Database: MEDLINE Type of study: Cohort study / Experimental Studies / Observational study / Prognostic study Language: English Journal subject: Pediatrics / Psychiatry Year: 2022 Document Type: Article Affiliation country: S00787-022-01982-z

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Full text: Available Collection: International databases Database: MEDLINE Type of study: Cohort study / Experimental Studies / Observational study / Prognostic study Language: English Journal subject: Pediatrics / Psychiatry Year: 2022 Document Type: Article Affiliation country: S00787-022-01982-z