Russell Pine, James Mbinta, Lisa Te Morenga, Theresa Fleming
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Participants were invited to play Match Emoji for 15 minutes, 2-3 times a week over 2 weeks (a total of 60 minutes). Acceptability was assessed through the frequency and duration of use (analytics analyzed at the end of the 2-week intervention period and at weeks 4 and 6) and through participant reports. The Child and Adolescent Mindfulness Measure (CAMM), General Help-Seeking Questionnaire (GHSQ), Flourishing Scale (FS), and Revised Children's Anxiety and Depression Scale (RCADS) were assessed at baseline and week 2 to indicate possible effects. Focus groups were held in week 4.</p><p><strong>Results: </strong>Most participants (n=39, 87%) used Match Emoji for at least 60 minutes over the 2-week intervention, with 80% (36/45) continuing to play the game after the intervention period. Mean change (from baseline to 2 weeks) on each measure was 1.38 (95% CI -0.03 to 2.79; P=.06) for CAMM; 0.8 (95% CI -2.71 to 4.31; P=.64) for GHSQ; -1.09 (95% CI -2.83 to 0.66; P=.21) for FS; and -3.42 (95% CI -6.84 to -0.001; P=0.49) for RCADS. Focus group feedback suggested that Match Emoji was enjoyable and helpful.</p><p><strong>Conclusions: </strong>The casual video game with mental health content appeared to be acceptable and provided a promising indication of possible therapeutic effects. 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Casual video games are popular and have promise as a novel mechanism for reaching young people, but this potential has seldom been explored.</p><p><strong>Objective: </strong>This study aimed to explore the acceptability, feasibility, and possible indicators of therapeutic changes after playing a purpose-built novel casual video game (Match Emoji) with simple mental health and well-being content among young adolescents.</p><p><strong>Methods: </strong>We conducted a single-arm, nonrandomized trial of Match Emoji with 12- to 14-year-old school students (N=45; 26 [57%] New Zealand European, 12 [26%] Māori; 7 [15%] Asian or Pacific; 27 [60%] boys, 3 [6%] non-binary). Participants were invited to play Match Emoji for 15 minutes, 2-3 times a week over 2 weeks (a total of 60 minutes). Acceptability was assessed through the frequency and duration of use (analytics analyzed at the end of the 2-week intervention period and at weeks 4 and 6) and through participant reports. 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引用次数: 0
摘要
背景:青少年时期是早期干预和预防心理健康问题的关键时期。休闲电子游戏很受欢迎,有望成为一种接触青少年的新机制,但这种潜力还很少被发掘:本研究旨在探讨青少年在玩过一款专门制作的、内容简单的心理健康和幸福感新颖休闲视频游戏(Match Emoji)后的接受度、可行性和可能的治疗变化指标:我们对 12 至 14 岁的在校学生(45 人;26 [57%] 新西兰欧裔,12 [26%] 毛利人;7 [15%] 亚洲或太平洋裔;27 [60%] 男孩,3 [6%] 非二元)进行了《Match Emoji》单臂、非随机试验。参与者被邀请在两周内每周玩 2-3 次《Match Emoji》,每次 15 分钟(共 60 分钟)。通过使用频率和持续时间(在 2 周干预期结束时以及第 4 周和第 6 周进行分析)以及参与者的报告来评估可接受性。在基线和第 2 周对儿童和青少年正念测量(CAMM)、一般求助问卷(GHSQ)、幸福量表(FS)和修订版儿童焦虑抑郁量表(RCADS)进行了评估,以显示可能的效果。第 4 周举行了焦点小组讨论:大多数参与者(39 人,87%)在为期两周的干预中至少使用了 60 分钟的《火柴表情符号》游戏,80%(36/45)的参与者在干预期结束后继续玩游戏。每项测量指标的平均变化(从基线到两周)为:CAMM 1.38 (95% CI -0.03 to 2.79; P=.06);GHSQ 0.8 (95% CI -2.71 to 4.31; P=.64);FS -1.09 (95% CI -2.83 to 0.66; P=.21);RCADS -3.42 (95% CI -6.84 to -0.001; P=0.49)。焦点小组的反馈表明,《Match Emoji》令人愉悦,而且很有帮助:结论:含有心理健康内容的休闲视频游戏似乎是可以接受的,并为可能的治疗效果提供了一个有希望的迹象。这种方法值得进一步研究:RR2-10.2196/31588。
A Novel Casual Video Game With Simple Mental Health and Well-Being Concepts (Match Emoji): Mixed Methods Feasibility Study.
Background: Adolescence is a crucial phase for early intervention and prevention of mental health problems. Casual video games are popular and have promise as a novel mechanism for reaching young people, but this potential has seldom been explored.
Objective: This study aimed to explore the acceptability, feasibility, and possible indicators of therapeutic changes after playing a purpose-built novel casual video game (Match Emoji) with simple mental health and well-being content among young adolescents.
Methods: We conducted a single-arm, nonrandomized trial of Match Emoji with 12- to 14-year-old school students (N=45; 26 [57%] New Zealand European, 12 [26%] Māori; 7 [15%] Asian or Pacific; 27 [60%] boys, 3 [6%] non-binary). Participants were invited to play Match Emoji for 15 minutes, 2-3 times a week over 2 weeks (a total of 60 minutes). Acceptability was assessed through the frequency and duration of use (analytics analyzed at the end of the 2-week intervention period and at weeks 4 and 6) and through participant reports. The Child and Adolescent Mindfulness Measure (CAMM), General Help-Seeking Questionnaire (GHSQ), Flourishing Scale (FS), and Revised Children's Anxiety and Depression Scale (RCADS) were assessed at baseline and week 2 to indicate possible effects. Focus groups were held in week 4.
Results: Most participants (n=39, 87%) used Match Emoji for at least 60 minutes over the 2-week intervention, with 80% (36/45) continuing to play the game after the intervention period. Mean change (from baseline to 2 weeks) on each measure was 1.38 (95% CI -0.03 to 2.79; P=.06) for CAMM; 0.8 (95% CI -2.71 to 4.31; P=.64) for GHSQ; -1.09 (95% CI -2.83 to 0.66; P=.21) for FS; and -3.42 (95% CI -6.84 to -0.001; P=0.49) for RCADS. Focus group feedback suggested that Match Emoji was enjoyable and helpful.
Conclusions: The casual video game with mental health content appeared to be acceptable and provided a promising indication of possible therapeutic effects. This approach is worthy of further investigation.
International registered report identifier (irrid): RR2-10.2196/31588.
期刊介绍:
ACS Applied Electronic Materials is an interdisciplinary journal publishing original research covering all aspects of electronic materials. The journal is devoted to reports of new and original experimental and theoretical research of an applied nature that integrate knowledge in the areas of materials science, engineering, optics, physics, and chemistry into important applications of electronic materials. Sample research topics that span the journal's scope are inorganic, organic, ionic and polymeric materials with properties that include conducting, semiconducting, superconducting, insulating, dielectric, magnetic, optoelectronic, piezoelectric, ferroelectric and thermoelectric.
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