Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-05-09 DOI:10.2196/47513
Eva De Jaegere, Kees van Heeringen, Peter Emmery, Gijs Mommerency, Gwendolyn Portzky
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引用次数: 0

Abstract

Background: Adolescent mental health is of utmost importance. E-mental health interventions, and serious games in particular, are appealing to adolescents and can have beneficial effects on their mental health. A serious game aimed at improving cognitive vulnerability (ie, beliefs or attitudes), which can predispose an individual to mental health problems, can contribute to the prevention of these problems in adolescents.

Objective: This study aimed to assess the feasibility of the prototype of a serious game called "Silver."

Methods: The prototype of the serious game was developed using a user-centered participatory design. The prototype of Silver focused on 1 aspect of a serious game for improving cognitive vulnerability in adolescents, that is, the recognition and identification of cognitive distortions. Through the game, players were required to identify and classify the character's thoughts as helpful or unhelpful. Upon successful advancement to the next level, the task becomes more challenging, as players must also identify specific types of cognitive distortions. A pre- and posttest uncontrolled design was used to evaluate the game, with a 1-week intervention phase in which participants were asked to play the game. Participants aged 12-16 years were recruited in schools. The outcomes of interest were the recognition of cognitive distortions and presence of participants' cognitive distortions. The game was also evaluated on its effects, content, and usefulness.

Results: A total of 630 adolescents played Silver and completed the assessments. Adolescents were significantly better at recognizing cognitive distortions at the pretest (mean 13.09, SD 4.08) compared to the posttest (mean 13.82, SD 5.09; t629=-4.00, P<.001). Furthermore, their cognitive distortions decreased significantly at the posttest (mean 38.73, SD 12.79) compared to the pretest (mean 41.43, SD 10.90; t629=7.98, P<.001). Participants also indicated that the game helped them recognize cognitive distortions. Many participants considered the game appealing (294/610, 48.2%) but boring (317/610, 52%) and preferred a more comprehensive game (299/610, 49%).

Conclusions: Findings from this study suggest that a serious game may be an effective tool for improving cognitive vulnerability in adolescents. The development of such a serious game, based on the prototype, is recommended. It may be an important and innovative tool for the universal prevention of mental health problems in adolescents. Future research on the effects of the game is warranted.

青少年心理健康严肃游戏对认知脆弱性的影响:可用性试点研究
背景介绍青少年的心理健康至关重要。电子心理健康干预措施,尤其是严肃游戏,对青少年很有吸引力,并能对他们的心理健康产生有益的影响。严肃游戏旨在改善认知脆弱性(即信念或态度),而认知脆弱性可能导致个人出现心理健康问题,因此严肃游戏有助于预防青少年出现这些问题:本研究旨在评估名为 "银 "的严肃游戏原型的可行性:该严肃游戏的原型是通过以用户为中心的参与式设计开发出来的。银色 "原型侧重于严肃游戏中改善青少年认知脆弱性的一个方面,即认知扭曲的识别和鉴定。通过游戏,玩家需要识别角色的想法并将其分为有用或无用。在成功晋级到下一关卡后,任务变得更具挑战性,因为玩家还必须识别特定类型的认知扭曲。该游戏的评估采用了前测和后测的非对照设计,在为期一周的干预阶段,要求参与者进行游戏。在学校招募了 12-16 岁的参与者。所关注的结果是认知扭曲的识别和参与者认知扭曲的存在。此外,还对游戏的效果、内容和实用性进行了评估:共有 630 名青少年玩了《白银》游戏并完成了评估。在前测(平均 13.09,标准差 4.08)与后测(平均 13.82,标准差 5.09;t629=-4.00,PC结论)中,青少年识别认知扭曲的能力明显更强:本研究的结果表明,严肃游戏可能是改善青少年认知脆弱性的有效工具。建议根据原型开发这样一款严肃游戏。它可能是普遍预防青少年心理健康问题的重要创新工具。今后有必要对该游戏的效果进行研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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