A Casual Video Game With Psychological Well-being Concepts for Young Adolescents: Protocol for an Acceptability and Feasibility Study

dc.citation.issue8
dc.citation.volume10
dc.contributor.authorPine R
dc.contributor.authorMbinta J
dc.contributor.authorTe Morenga L
dc.contributor.authorFleming T
dc.coverage.spatialCanada
dc.date.accessioned2023-07-10T21:05:49Z
dc.date.accessioned2023-09-04T01:40:26Z
dc.date.available2021-07-06
dc.date.available2023-07-10T21:05:49Z
dc.date.available2023-09-04T01:40:26Z
dc.date.issued2021-08-12
dc.descriptionThis is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Research Protocols, is properly cited.
dc.description.abstractBACKGROUND: Many face-to-face and digital therapeutic supports are designed for adolescents experiencing high levels of psychological distress. However, promoting psychological well-being among adolescents is often neglected despite significant short-term and long-term benefits. OBJECTIVE: This research has 3 main objectives: (1) to assess the acceptability of Match Emoji, a casual video game with psychological well-being concepts among 13-15-year-old students in a New Zealand secondary school; (2) to identify the feasibility of the research process; and (3) to explore the preliminary well-being and therapeutic potential of Match Emoji. METHODS: Approximately 40 participants aged 13-15 years from a local secondary college in Wellington, New Zealand, will be invited to download and play Match Emoji 3-4 times a week for 5-15 minutes over a 2-week period. Participants will complete 4 assessments at baseline, postintervention, and 3 weeks later to assess psychological well-being and therapeutic changes. Statistical analysis will be used to synthesize data from interviews and triangulated with assessment changes and game analytics. This synthesis will help to assess the acceptability and feasibility of the Match Emoji. RESULTS: The key outputs from the project will include the acceptability, feasibility, and therapeutic potential of Match Emoji. It is anticipated that participants will have finished playing the recommended game play regimen by August 2021 with analysis of results completed by October 2021. CONCLUSIONS: Data from the study are expected to inform future research on Match Emoji including a randomized controlled trial and further adjustments to the design and development of the game. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): PRR1-10.2196/31588.
dc.description.publication-statusPublished online
dc.format.extente31588 - ?
dc.identifierhttps://www.ncbi.nlm.nih.gov/pubmed/34387558
dc.identifierv10i8e31588
dc.identifier.citationJMIR Res Protoc, 2021, 10 (8), pp. e31588 - ?
dc.identifier.doi10.2196/31588
dc.identifier.elements-id448191
dc.identifier.harvestedMassey_Dark
dc.identifier.issn1929-0748
dc.identifier.urihttp://hdl.handle.net/10179/19832
dc.languageeng
dc.publisherJMIR Publications
dc.relation.isPartOfJMIR Res Protoc
dc.rights(c) The author/s CC BY 4.0
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectcasual video games
dc.subjectdigital mental health tools
dc.subjectyoung people
dc.subject.anzsrc1103 Clinical Sciences
dc.subject.anzsrc1117 Public Health and Health Services
dc.titleA Casual Video Game With Psychological Well-being Concepts for Young Adolescents: Protocol for an Acceptability and Feasibility Study
dc.typeJournal article
pubs.notesNot known
pubs.organisational-group/Massey University
pubs.organisational-group/Massey University/College of Health
pubs.organisational-group/Massey University/College of Health/Research Centre for Hauora and Health
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