A Novel Casual Video Game With Simple Mental Health and Well-Being Concepts (Match Emoji): Mixed Methods Feasibility Study.
dc.citation.issue | 1 | |
dc.citation.volume | 12 | |
dc.contributor.author | Pine R | |
dc.contributor.author | Mbinta J | |
dc.contributor.author | Te Morenga L | |
dc.contributor.author | Fleming T | |
dc.contributor.editor | Leung TI | |
dc.coverage.spatial | Canada | |
dc.date.accessioned | 2024-05-09T01:56:18Z | |
dc.date.available | 2024-05-09T01:56:18Z | |
dc.date.issued | 2024-02-12 | |
dc.description.abstract | 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. | |
dc.description.confidential | false | |
dc.edition.edition | 2024 | |
dc.format.pagination | e46697- | |
dc.identifier.author-url | https://www.ncbi.nlm.nih.gov/pubmed/38345848 | |
dc.identifier.citation | Pine R, Mbinta J, Te Morenga L, Fleming T. (2024). A Novel Casual Video Game With Simple Mental Health and Well-Being Concepts (Match Emoji): Mixed Methods Feasibility Study.. JMIR Serious Games. 12. 1. (pp. e46697-). | |
dc.identifier.doi | 10.2196/46697 | |
dc.identifier.eissn | 2291-9279 | |
dc.identifier.elements-type | journal-article | |
dc.identifier.issn | 2291-9279 | |
dc.identifier.number | e46697 | |
dc.identifier.pii | v12i1e46697 | |
dc.identifier.uri | https://mro.massey.ac.nz/handle/10179/69533 | |
dc.language | eng | |
dc.publisher | JMIR Publications | |
dc.publisher.uri | https://games.jmir.org/2024/1/e46697 | |
dc.relation.isPartOf | JMIR Serious Games | |
dc.rights | (c) 2024 The Author/s | |
dc.rights | CC BY 4.0 | |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | |
dc.subject | adolescent | |
dc.subject | anxiety | |
dc.subject | casual video games | |
dc.subject | digital mental health interventions | |
dc.subject | gaming | |
dc.subject | mental health | |
dc.subject | micro interventions | |
dc.subject | serious game | |
dc.subject | teenage | |
dc.subject | video game | |
dc.subject | youth | |
dc.title | A Novel Casual Video Game With Simple Mental Health and Well-Being Concepts (Match Emoji): Mixed Methods Feasibility Study. | |
dc.type | Journal article | |
pubs.elements-id | 486750 | |
pubs.organisational-group | College of Health |