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Jami F. Young; Jason D. Jones; Karen T. G. Schwartz; Amy So; Gillian C. Dysart; Rebecca M. Kanine; Jane E. Gillham; Robert Gallop; Molly Davis – Grantee Submission, 2024
Objective: To examine short-term (i.e., post-intervention) outcomes from a randomized controlled trial comparing a school-based telehealth-delivered depression prevention program, Interpersonal Psychotherapy-Adolescent Skills Training (IPT-AST), to services as usual (SAU). We expected IPT-AST would be acceptable and feasible and that IPT-AST…
Descriptors: Videoconferencing, Access to Health Care, Telecommunications, Adolescents
Moffitt-Carney, Kelsey M.; Duncan, Angela B. – Journal of American College Health, 2021
Objective: This pilot study assessed the feasibility and acceptability of "The Mindfulness App" with college students and the utility of daily text-message reminders for increasing adherence. Participants: Students from a mid-sized Midwestern University (N = 59) during the spring and fall of 2016. Methods: Using a pretest-posttest…
Descriptors: College Students, Metacognition, Mental Health, Computer Oriented Programs
Sussman, Steve; Unger, Jennifer B.; Begay, Cynthia; Moerner, Lou; Soto, Claradina – Journal of Drug Education, 2021
The present study investigated the prevalence and co-occurrence of addictions to tobacco, alcohol, other drugs, food/eating, the internet, texting, video games, shopping, love, sex, exercise, work, and gambling among American Indian (AI) youth in California. As with previous work in other cultural groups, the most prevalent addictions were love,…
Descriptors: American Indians, Adolescents, Addictive Behavior, Incidence
Coyne, Sarah M.; Stockdale, Laura A.; Warburton, Wayne; Gentile, Douglas A.; Yang, Chongming; Merrill, Brett M. – Developmental Psychology, 2020
The aim of this study was to examine trajectories of pathological video game symptoms over a 6-year period from adolescence to emerging adulthood. We also examined a number of predictors and outcomes for different trajectories. Participants included 385 adolescents (M age = 15.01 at the initial time point) who completed multiple questionnaires…
Descriptors: Video Games, Adolescents, Young Adults, Predictor Variables