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Comparing young people's experience of technology-delivered v. face-to-face mindfulness and relaxation: Two-armed qualitative focus group study

Published online by Cambridge University Press:  02 January 2018

Conall Tunney*
Affiliation:
School of Psychology, University College Dublin, Dublin
Patricia Cooney
Affiliation:
School of Psychology, University College Dublin, Dublin
David Coyle
Affiliation:
School of Computer Science, University College Dublin, Dublin
Gary O'Reilly
Affiliation:
School of Psychology, University College Dublin, Dublin, Ireland
*
Conall Tunney, School of Psychology, University College Dublin, Belfield, Dublin 4, Ireland. Email: conall.tunney@ucdconnect.ie
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Abstract

Background

The current popularity of mindfulness-based practices has coincided with the increase in access to mobile technology. This has led to many mindfulness apps and programs becoming available, some specifically for children. However, little is known about the experience of engaging with mindfulness through these mediums.

Aims

To explore children's experience of mindfulness delivered both face-to-face and through a computer game to highlight any differences or similarities.

Method

A two-armed qualitative focus groups design was used to explore children's experiences. The first arm offered mindfulness exercises in a traditional face-to-face setting with guided meditations. The second arm offered mindfulness exercises through a computer game avatar.

Results

Themes of relaxation, engagement, awareness, thinking, practice and directing attention emerged from both arms of focus groups. Subthematic codes highlight key differences as well as similarities in the experience of mindfulness.

Conclusions

These results indicate that mindfulness delivered via technology can offer a rich experience.

Information

Type
Papers
Copyright
Copyright © Royal College of Psychiatrists, 2017 
Figure 0

Fig. 1 Focus groups and mindfulness exercises.

Figure 1

Fig. 2 Themes and codes representing children's experiences of mindfulness both face to face and through a computer game.

Supplementary material: PDF

Tunney et al. supplementary material

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