SPARX
Merry, S. N., et al. “SPARX: A Computerized Self-Help Intervention for Teen Depression.” Brown University Child & Adolescent Behavior Letter, vol. 28, no. 6, June 2012, pp. 3–5. EBSCOhost, proxy.bsu.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=aph&AN=75913450&site=ehost-live&scope=site.
Another annotation on a calming video game. This time the video game doesn’t just happen to be calming, it was created to do so. There’s not a lot of information available about this game because it was made only available in New Zealand. But what we do know is that it was created for teens or adolescents at risk to combat depressive symptoms. In the game, players are able to create their own path to self-help and explore lands that work directly with unhelpful thoughts and other symptoms. The results were even to that of time in therapy. I was really impressed by this article. It was short, but to the point. It contained the information I needed, no extensive description or ramblings. Some information about the game itself was a bit confusing. But overall it provided useful information and research. I plan to use this when supporting my argument in my research essay. I keep running into blockades when it comes to the positive effects of video games. The majority only believe that they can only result in violence and addiction and going against the majority can be difficult in research like this.

















