TY - JOUR
T1 - The Effectiveness of Game-Based Meditation Therapy for Adolescents with Posttraumatic Symptoms in Residential Care
T2 - A Randomized Controlled Trial
AU - Schuurmans, Angela A. T.
AU - Nijhof, Karin S.
AU - Popma, Arne
AU - Scholte, Ron
AU - Otten, Roy
N1 - Funding Information: The authors wish to thank the Dr. Couvee Fonds and the Innovatiefonds Zorgverzekeraars for funding this study and the participants, group care workers and research assistants for their invaluable contribution. Publisher Copyright: © 2023 Taylor & Francis.
PY - 2023
Y1 - 2023
N2 - Many adolescents in residential care have experienced traumatic events and suffer from posttraumatic stress. This study examined the effectiveness of Muse, a game-based meditation intervention played with guidance, as an addition to treatment as usual (TAU) for adolescents with posttraumatic symptoms in residential care. Seventy-seven adolescents with posttraumatic symptoms (10–18 years old) received either Muse and TAU (n = 37) or treatment as usual (n = 40). TAU consisted of evidence-based treatments that did not specifically target posttraumatic symptoms. Outcomes were measured at T1, T2, and two-months follow-up (FU). Primary outcomes were posttraumatic symptoms (self-report and mentor-report) and stress (self-report) at T2. The Muse group showed significantly greater improvements than the control group at T2 regarding self-reported posttraumatic symptoms, stress, anxiety, depression, and aggression. Mentor reports showed marginally significant decreases in posttraumatic stress at T2. There were no differences between the groups at FU, except for a marginally significant difference in self-reported posttraumatic symptoms, where the Muse participants showed larger decreases. This study showed that game-based meditation therapy is a promising intervention that is more effective than TAU alone. Yet, further studies on its immediate and long-term effects, and mechanisms of change are warranted. Implications are discussed.
AB - Many adolescents in residential care have experienced traumatic events and suffer from posttraumatic stress. This study examined the effectiveness of Muse, a game-based meditation intervention played with guidance, as an addition to treatment as usual (TAU) for adolescents with posttraumatic symptoms in residential care. Seventy-seven adolescents with posttraumatic symptoms (10–18 years old) received either Muse and TAU (n = 37) or treatment as usual (n = 40). TAU consisted of evidence-based treatments that did not specifically target posttraumatic symptoms. Outcomes were measured at T1, T2, and two-months follow-up (FU). Primary outcomes were posttraumatic symptoms (self-report and mentor-report) and stress (self-report) at T2. The Muse group showed significantly greater improvements than the control group at T2 regarding self-reported posttraumatic symptoms, stress, anxiety, depression, and aggression. Mentor reports showed marginally significant decreases in posttraumatic stress at T2. There were no differences between the groups at FU, except for a marginally significant difference in self-reported posttraumatic symptoms, where the Muse participants showed larger decreases. This study showed that game-based meditation therapy is a promising intervention that is more effective than TAU alone. Yet, further studies on its immediate and long-term effects, and mechanisms of change are warranted. Implications are discussed.
KW - Adolescents
KW - RCT
KW - post-traumatic stress
KW - therapy
KW - trauma
UR - http://www.scopus.com/inward/record.url?scp=85168142146&partnerID=8YFLogxK
U2 - https://doi.org/10.1080/0886571X.2023.2246365
DO - https://doi.org/10.1080/0886571X.2023.2246365
M3 - Article
SN - 0886-571X
JO - Residential Treatment for Children and Youth
JF - Residential Treatment for Children and Youth
ER -