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A novel approach to improve stress regulation among traumatized youth in residential care: Feasibility study testing three game-based meditation interventions.

Angela A T Schuurmans, Karin S Nijhof, Ron H. J. Scholte, Arne Popma, Roy Otten

Early Intervention in Psychiatry August 1, 2020 DOI: 10.1111/eip.12874 (opens in new tab) via PubMed

Summary

AI-generated from the abstract

A pilot study tested three game-based meditation interventions (Muse, DayDream, and Wild Divine) in 15 traumatized adolescents in residential care. All three interventions improved physiological stress regulation during sessions, as measured by heart rate variability. Muse received the highest user evaluation (8.42 out of 10) and produced reliable improvements in post-traumatic symptoms, stress, and anxiety for all participants. DayDream and Wild Divine showed inconsistent results: some participants improved, while others remained stable or deteriorated. The findings suggest game-based meditation, particularly Muse, may help regulate stress in this population, but results are preliminary due to the small sample size.

Study at a glance

Characteristics Pilot study Peer reviewed
Sample size 15
Population Traumatized youth in residential care
Interventions Muse DayDream Wild Divine
Dose twelve 15-minute game-play sessions
Duration 1-month follow-up
Topics Meditation
Keywords Adolescents Game-based intervention Post-traumatic stress
Key finding Muse produced reliable improvements in post-traumatic symptoms, stress, and anxiety for all participants, while DayDream and Wild Divine showed inconsistent results.

Abstract

Many youth in residential care suffer from post-traumatic symptoms that have adverse effects on a range of psychological, behavioural and physiological outcomes. Although current evidence-based treatment options are effective, they have their limitations. Meditation interventions are an alternative to traditional trauma-focused treatment. This pilot study aimed to evaluate three game-based meditation interventions in a sample of traumatized youth in residential care. Fifteen participants were randomly divided over three conditions (Muse, DayDream and Wild Divine) that all consisted of twelve 15-minute game-play sessions. Physiological measurements (heart rate variability) were conducted at baseline, post-treatment and during each intervention session. Post-traumatic symptoms, stress, depression, anxiety and aggression were assessed at baseline, post-treatment and 1-month follow-up. Physiological stress regulation was improved during the meditation sessions of all three interventions. User evaluations were in particular high for Muse with a rating of 8.42 out of 10 for game evaluation. Overall, outcomes on psychopathology demonstrated the most robust effect on stress. Muse performed best, with all participants showing reliable improvements (reliable change indexes [RCIs]) in post-traumatic symptoms, stress and anxiety. Participants who played Daydream or Wild Divine showed inconsistent progression: some participants improved, whereas others remained stable or even deteriorated based on their RCIs. Preliminary findings show promising outcomes on physiology, psychopathology and user evaluations. All indicate the potential of this innovative form of stress regulation intervention, and the potential of Muse in particular, although findings should be considered preliminary due to our small sample size. Further studies are warranted to assess intervention effectiveness effects of Muse or other game-based meditation interventions for traumatized youth.

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