Development of a casual video game (Match Emoji) with psychological well-being concepts for young adolescents

dc.citation.volume7
dc.contributor.authorPine R
dc.contributor.authorTe Morenga L
dc.contributor.authorOlson M
dc.contributor.authorFleming T
dc.date.accessioned2023-07-10T21:46:58Z
dc.date.accessioned2023-09-04T01:40:24Z
dc.date.available2021-09-01
dc.date.available2023-07-10T21:46:58Z
dc.date.available2023-09-04T01:40:24Z
dc.date.issued2021-10-04
dc.description.abstractDigital interventions for mental health and well-being have been shown to be effective in trials, yet uptake and retention in real-world settings are often disappointing. A more significant impact may be achieved by building interventions that are closer to how target groups use technology to support their own psychological well-being. Casual video games may be poised to offer an opportunity in this area as they are a highly popular activity among young people. We propose that mental health content can be integrated into the explicit content and the implicit processes used in casual video games. In this paper, we describe the design and core processes of Match Emoji, a casual video game designed to support the development of psychological well-being via gameplay and micro-messages. The iterative development of Match Emoji involved various phases, including a systematic review of the literature, consultation with target users, clinicians, game developers, and close reading of the literature. Expert collaboration was sought throughout the process to ensure gameplay and messages matched behaviour change and learning theories. An acceptability and feasibility study of Match Emoji will inform a randomised controlled trial in the future.
dc.description.publication-statusPublished
dc.identifierhttp://gateway.webofknowledge.com/gateway/Gateway.cgi?GWVersion=2&SrcApp=PARTNER_APP&SrcAuth=LinksAMR&KeyUT=WOS:000703977600001&DestLinkType=FullRecord&DestApp=ALL_WOS&UsrCustomerID=c5bb3b2499afac691c2e3c1a83ef6fef
dc.identifierARTN 20552076211047802
dc.identifier.citationDIGITAL HEALTH, 2021, 7, p. 1-9
dc.identifier.doi10.1177/20552076211047802
dc.identifier.elements-id449092
dc.identifier.harvestedMassey_Dark
dc.identifier.issn2055-2076
dc.identifier.urihttp://hdl.handle.net/10179/19827
dc.publisherSAGE Publications
dc.relation.isPartOfDIGITAL HEALTH
dc.rights(c) The author/s CC BY-NC
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectmhealth
dc.subjectcasual video games
dc.subjectadolescents
dc.subjectsmartphones
dc.subjectpsychological well-being
dc.titleDevelopment of a casual video game (Match Emoji) with psychological well-being concepts for young adolescents
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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