A Novel Casual Video Game With Simple Mental Health and Well-Being Concepts (Match Emoji): Mixed Methods Feasibility Study.

dc.citation.issue1
dc.citation.volume12
dc.contributor.authorPine R
dc.contributor.authorMbinta J
dc.contributor.authorTe Morenga L
dc.contributor.authorFleming T
dc.contributor.editorLeung TI
dc.coverage.spatialCanada
dc.date.accessioned2024-05-09T01:56:18Z
dc.date.available2024-05-09T01:56:18Z
dc.date.issued2024-02-12
dc.description.abstractBACKGROUND: 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.confidentialfalse
dc.edition.edition2024
dc.format.paginatione46697-
dc.identifier.author-urlhttps://www.ncbi.nlm.nih.gov/pubmed/38345848
dc.identifier.citationPine 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.doi10.2196/46697
dc.identifier.eissn2291-9279
dc.identifier.elements-typejournal-article
dc.identifier.issn2291-9279
dc.identifier.numbere46697
dc.identifier.piiv12i1e46697
dc.identifier.urihttps://mro.massey.ac.nz/handle/10179/69533
dc.languageeng
dc.publisherJMIR Publications
dc.publisher.urihttps://games.jmir.org/2024/1/e46697
dc.relation.isPartOfJMIR Serious Games
dc.rights(c) 2024 The Author/s
dc.rightsCC BY 4.0
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectadolescent
dc.subjectanxiety
dc.subjectcasual video games
dc.subjectdigital mental health interventions
dc.subjectgaming
dc.subjectmental health
dc.subjectmicro interventions
dc.subjectserious game
dc.subjectteenage
dc.subjectvideo game
dc.subjectyouth
dc.titleA Novel Casual Video Game With Simple Mental Health and Well-Being Concepts (Match Emoji): Mixed Methods Feasibility Study.
dc.typeJournal article
pubs.elements-id486750
pubs.organisational-groupCollege of Health
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