Effect of Efficacy Information During Recreation Participation on Efficacy Judgments of Depressed Adolescents

Authors

  • Marianne Maughan
  • Gary D Ellis

Keywords:

Self-Efficacy, Depression, Adolescents, Video Games, Efficacy Information

Abstract

The purpose of this study was to examine the effect of four sources of efficacy information on efficacy judgments of clinically depressed adolescents following a recreation activity. Subjects were 32 adolescent inpatients at a private psychiatric hospital. Subjects in the treatment group were exposed to four sources of efficacy information from Bandura's social cognitive theory before and during the process of playing a video game. These information sources were vicarious experience, verbal praise and persuasion, performance accomplishments, and emotional arousal. The control group played the game without receiving the efficacy information from the recreation therapist. Measures of perceived freedom in leisure and self reported skill in video game playing were also taken into account for possible individual differences in responses to the intervention. Analysis of variance revealed significant (p < .0 I) main effects for the treatment and perceived freedom variables. Results provide support for use of Bandura's sources of efficacy information in interacting with clients during recreation activities.

Published

1991-01-01

Issue

Section

Regular Papers