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Wols A, Hollenstein T, Lichtwarck-Aschoff A, Granic I. The Effect of Expectations on Experiences and Engagement with an Applied Game for Mental Health. Games Health J 2021; 10:207-219. [PMID: 33945326 PMCID: PMC8380792 DOI: 10.1089/g4h.2020.0115] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/19/2022] Open
Abstract
Objective: Applied games are considered a promising approach to deliver mental health interventions. Nonspecific factors such as expectations and motivation may be crucial to optimize effectiveness yet have not been examined so far. The current study examined the effect of expectations for improvement on (1) experienced fun and positive affect, and (2) in-game play behaviors while playing MindLight, an applied game shown to reduce anxiety. The secondary aim was to examine the moderating role of symptom severity and motivation to change. Materials and Methods: Fifty-seven participants (47 females; 17–21 years old) preselected on anxiety symptoms viewed a trailer in which MindLight was promoted as either a mental health or an entertainment game. These trailers were used to induce different expectations in participants. Participants subsequently played the game for 60 minutes. Before playing, participants filled out questionnaires about their general anxiety symptoms, motivation to change, state anxiety, affect, and arousal. While playing, in-game behaviors and galvanic skin response (GSR) were recorded continuously. After playing, state anxiety, affect, and arousal were measured again as well as experienced fun. Results: Participants in both trailer conditions showed increases in state anxiety, arousal, and GSR. Expectations did not influence experienced fun and positive affect, nor in-game behaviors. In addition, no moderation effects of motivation to change and symptom severity were found. Conclusion: Experiences and engagement with MindLight were not influenced by expectations, motivation to change, and symptom severity. For future research, it is recommended to examine individual differences in these effects, and long-term and more distal outcomes and processes.
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Affiliation(s)
- Aniek Wols
- Behavioural Science Institute, Radboud University, Nijmegen, The Netherlands
| | - Tom Hollenstein
- Department of Psychology, Queen's University, Kingston, Ontario, Canada
| | | | - Isabela Granic
- Behavioural Science Institute, Radboud University, Nijmegen, The Netherlands
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Zhou C, Occa A, Kim S, Morgan S. A Meta-analysis of Narrative Game-based Interventions for Promoting Healthy Behaviors. JOURNAL OF HEALTH COMMUNICATION 2019; 25:54-65. [PMID: 31829829 DOI: 10.1080/10810730.2019.1701586] [Citation(s) in RCA: 14] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/10/2023]
Abstract
Health interventions that use serious games have become increasingly popular. However, many of these games have been designed with few immersive game features which would improve users' engagement with the persuasive messages. To address this issue, researchers have incorporated narrative elements in games to facilitate message processing and enhance behavioral change. There have been theoretical debates about whether narratives benefit these interventions; empirical evidences for their effects are slightly mixed. This meta-analysis provides a deeper understanding of the overall impact of narrative game-based interventions on health-related behaviors and their psychological determinants. Combining the results from 22 studies, this meta-analysis found that narrative game-based interventions were effective in changing behaviors, knowledge, self-efficacy, and enjoyment. These effects were moderated by factors such as the genre of the game, the genre of the story, group play, and participant age. Implications of the findings and suggestions for future design of narrative game-based interventions were discussed.
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Affiliation(s)
- Chun Zhou
- Department of Communication, College of Communication, Architecture + The Arts, Florida International University, Miami, Florida, USA
| | - Aurora Occa
- Department of Communication, College of Communication and Information, University of Kentucky, Lexington, Kentucky, USA
| | - Soyoon Kim
- Department of Communication Studies, School of Communication, University of Miami, Coral Gables, Florida, USA
| | - Susan Morgan
- Department of Communication Studies, School of Communication, University of Miami, Coral Gables, Florida, USA
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Sparapani VDC, Fels S, Kamal N, Nascimento LC. Conceptual framework for designing video games for children with type 1 diabetes. Rev Lat Am Enfermagem 2019; 27:e3090. [PMID: 30916223 PMCID: PMC6432989 DOI: 10.1590/1518-8345.2764.3090] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/18/2018] [Accepted: 09/17/2018] [Indexed: 02/06/2023] Open
Abstract
OBJECTIVE to present a theoretically based conceptual framework for designing video games for children with type 1 diabetes mellitus. METHODS this was a methodological study that developed a conceptual framework with nine steps in view of health behavior change theories and the user-centered design approach as theoretical and methodological frameworks, respectively. Twenty-one children, aged 7 to 12 years, participated by expressing their needs and preferences related to diabetes and video games. Data were analysed following content analysis guidelines. Then, a choice of appropriate health behavioral change theories and their determinants that should be capable of influencing children's behaviors and preferences. RESULTS the conceptual framework proposes a video game that consists of six phases, each addressing one stage of behavioral change and specific determinants, aligned with the needs and preferences identified by the participating children. This study shows the applicability of this framework in view of each proposed phase presenting examples and the children's ideas. CONCLUSION the results of this study contribute to advance the discussion on how behavioral theories and their determinants should be related to the design of creative and funny video games considering the profile of the target population as well as its needs and preferences.
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Affiliation(s)
| | - Sidney Fels
- University if British Columbia, Department of Electrical and Computer Engineering, Vancouver, BC, Canada
| | - Noreen Kamal
- University of Calgary, Department of Clinical Neurosciences, Calgary, AB, Canada
| | - Lucila Castanheira Nascimento
- Universidade de São Paulo, Escola de Enfermagem de Ribeirão Preto, PAHO/WHO Collaborating Centre for Nursing Research Development, Ribeirão Preto, SP, Brazil
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Poppelaars M, Wols A, Lichtwarck-Aschoff A, Granic I. Explicit Mental Health Messaging Promotes Serious Video Game Selection in Youth With Elevated Mental Health Symptoms. Front Psychol 2018; 9:1837. [PMID: 30356858 PMCID: PMC6190858 DOI: 10.3389/fpsyg.2018.01837] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/12/2018] [Accepted: 09/10/2018] [Indexed: 01/07/2023] Open
Abstract
Serious games aimed at promoting well-being in youth have promising effects and potential for far-reaching impact. Considering that most mental health disorders remain untreated in youth, therapeutic games may be most valuable when they are aimed at untreated youth with internalizing symptoms. However, when targeting youth outside of a clinical setting, the first impression of therapeutic video games may determine whether and how a game is played. Thus, understanding the influence of messaging used in the promotion of therapeutic games on game choice and experience is critical. The current study examined two alternatives in promoting mental health games: one included explicit mental health messaging (e.g., learn to manage stress) and the other was a stealth promotion that did not mention mental health but highlighted the entertainment value. Young adults with mild to severe internalizing mental health symptoms (i.e., depressive, anxiety, and stress symptoms) were shown two distinct trailer designs, with random assignment determining which design held which message. Participants (n = 129, Mage = 21.33, SDage = 3.20), unaware that both trailers promoted the same commercial video game, were 3.71 times more likely to choose what they believed was the mental health game. Additionally, an unforeseen difference in the attractiveness of the two trailer designs resulted in participants being 5.65 times more likely to select the mental health game promoted in one trailer design over the other. Messaging did not influence game experience (i.e., gameplay duration, autonomy, competence, intrinsic motivation and affect). Exploratory analyses indicated that game experience, but not game choice, was influenced by symptom severity, symptom type and the interaction between symptom severity and messaging. The present study suggests that explicit mental health messages attract youth with mental health symptoms. Ultimately, youth may be empowered to seek out mental health games if they are promoted properly, allowing for far-reaching positive influences on well-being. Toward this aim, future research is needed on the game selection process, addressing underlying motivations, the balance between explicit health and entertainment messaging, and multiple interacting influences on game selection (e.g., promotion and peers).
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Affiliation(s)
- Marlou Poppelaars
- Radboud University, Behavioural Science Institute, Nijmegen, Netherlands
| | - Aniek Wols
- Radboud University, Behavioural Science Institute, Nijmegen, Netherlands
| | | | - Isabela Granic
- Radboud University, Behavioural Science Institute, Nijmegen, Netherlands
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Sterkenburg P, Vacaru V. The effectiveness of a serious game to enhance empathy for care workers for people with disabilities: A parallel randomized controlled trial. Disabil Health J 2018; 11:576-582. [DOI: 10.1016/j.dhjo.2018.03.003] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/16/2017] [Revised: 03/08/2018] [Accepted: 03/24/2018] [Indexed: 10/17/2022]
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Poppelaars M, Lichtwarck-Aschoff A, Kleinjan M, Granic I. The impact of explicit mental health messages in video games on players’ motivation and affect. COMPUTERS IN HUMAN BEHAVIOR 2018. [DOI: 10.1016/j.chb.2018.01.019] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
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Baranowski T, Blumberg F, Buday R, DeSmet A, Fiellin LE, Green CS, Kato PM, Lu AS, Maloney AE, Mellecker R, Morrill BA, Peng W, Shegog R, Simons M, Staiano AE, Thompson D, Young K. Games for Health for Children-Current Status and Needed Research. Games Health J 2015; 5:1-12. [PMID: 26262772 DOI: 10.1089/g4h.2015.0026] [Citation(s) in RCA: 154] [Impact Index Per Article: 17.1] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/04/2023] Open
Abstract
Videogames for health (G4H) offer exciting, innovative, potentially highly effective methods for increasing knowledge, delivering persuasive messages, changing behaviors, and influencing health outcomes. Although early outcome results are promising, additional research is needed to determine the game design and behavior change procedures that best promote G4H effectiveness and to identify and minimize possible adverse effects. Guidelines for ideal use of different types of G4H by children and adolescents should be elucidated to enhance effectiveness and minimize adverse effects. G4H stakeholders include organizational implementers, policy makers, players and their families, researchers, designers, retailers, and publishers. All stakeholders should be involved in G4H development and have a voice in setting goals to capitalize on their insights to enhance effectiveness and use of the game. In the future, multiple targeted G4H should be available to meet a population's diverse health needs in developmentally appropriate ways. Substantial, consistent, and sophisticated research with appropriate levels of funding is needed to realize the benefits of G4H.
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Affiliation(s)
- Tom Baranowski
- 1 USDA/ARS Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine , Houston, Texas
| | - Fran Blumberg
- 2 Division of Psychological and Educational Services, Fordham University Graduate School of Education , New York, New York
| | | | - Ann DeSmet
- 4 Department of Movement and Sport Sciences, Ghent University , Ghent, Belgium
| | - Lynn E Fiellin
- 5 play2PREVENT Lab, Department of Internal Medicine, Yale University School of Medicine , New Haven, Connecticut
| | - C Shawn Green
- 6 Department of Psychology, University of Wisconsin , Madison, Wisconsin
| | - Pamela M Kato
- 7 Serious Games Institute, Coventry University , Coventry, United Kingdom
| | - Amy Shirong Lu
- 8 Departments of Communication Studies and Health Sciences, Northeastern University , Boston, Massachusetts
| | - Ann E Maloney
- 9 Department of Psychiatry, University of Massachusetts Medical School , Worcester, Massachusetts
| | - Robin Mellecker
- 10 Centre for Physical Activity & Nutrition Research, School of Exercise and Nutrition Sciences, Faculty of Health, Deakin University , Melbourne, Australia
| | | | - Wei Peng
- 12 Department of Telecommunications, Information Studies and Media, Michigan State University , East Lansing, Michigan
| | - Ross Shegog
- 13 Center for Health Promotion and Prevention Research, University of Texas School of Public Health , Houston, Texas
| | - Monique Simons
- 14 Department of Human Geography and Spatial Planning, Utrecht University , Utrecht, The Netherlands
| | - Amanda E Staiano
- 15 Pennington Biomedical Research Center, Louisiana State University , Baton Rouge, Louisiana
| | - Debbe Thompson
- 1 USDA/ARS Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine , Houston, Texas
| | - Kimberly Young
- 16 Russell J. Jandoli School of Journalism & Mass Communication, St. Bonaventure University , New York
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Affiliation(s)
- Tom Baranowski
- USDA/ARS Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, Houston, TX
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