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The Effect of a Health Game Prompt on Self-efficacy: Online Between-Subjects Experimental Survey

BACKGROUND: Games for health are increasingly used as (part of) health interventions and more effect research into games for health is being done. This online experiment questions expectancies of games for health by investigating whether a game for health prompt might be considered arousal congruent...

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Detalles Bibliográficos
Autor principal: Haring, Priscilla
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7970158/
https://www.ncbi.nlm.nih.gov/pubmed/33656447
http://dx.doi.org/10.2196/20209
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author Haring, Priscilla
author_facet Haring, Priscilla
author_sort Haring, Priscilla
collection PubMed
description BACKGROUND: Games for health are increasingly used as (part of) health interventions and more effect research into games for health is being done. This online experiment questions expectancies of games for health by investigating whether a game for health prompt might be considered arousal congruent cognitive reappraisal and as such positively effects self-efficacy before gameplay. OBJECTIVE: The aim of this study experiment is to test whether a game for health prompt effects self-efficacy and other well-being measurements, as a first step into investigating if a game prompt is a form of arousal congruent cognitive reappraisal. METHODS: This study used an online, 2D, between-subjects experimental survey design with self-efficacy as the main dependent variable. Stimulus is an assignment for health-related problem solving concerning living with diabetes type II, introduced as a game (n=125) versus the same assignment introduced as a task (n=107). Measurements after prompting the game/task assignment include self-efficacy, positive and negative affect, expected difficulty, flourishing, and self-esteem. RESULTS: The results indicate a small negative effect from prompting the game assignment on self-efficacy, compared with prompting a task assignment. This effect is mediated by the expected difficulty of the health game/task. No differences between the game and task groups were found in affect, flourishing, or self-esteem. CONCLUSIONS: This experiment provides no support for the notion that a game for health prompt might be seen as arousal congruent cognitive reappraisal.
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spelling pubmed-79701582021-03-25 The Effect of a Health Game Prompt on Self-efficacy: Online Between-Subjects Experimental Survey Haring, Priscilla JMIR Serious Games Original Paper BACKGROUND: Games for health are increasingly used as (part of) health interventions and more effect research into games for health is being done. This online experiment questions expectancies of games for health by investigating whether a game for health prompt might be considered arousal congruent cognitive reappraisal and as such positively effects self-efficacy before gameplay. OBJECTIVE: The aim of this study experiment is to test whether a game for health prompt effects self-efficacy and other well-being measurements, as a first step into investigating if a game prompt is a form of arousal congruent cognitive reappraisal. METHODS: This study used an online, 2D, between-subjects experimental survey design with self-efficacy as the main dependent variable. Stimulus is an assignment for health-related problem solving concerning living with diabetes type II, introduced as a game (n=125) versus the same assignment introduced as a task (n=107). Measurements after prompting the game/task assignment include self-efficacy, positive and negative affect, expected difficulty, flourishing, and self-esteem. RESULTS: The results indicate a small negative effect from prompting the game assignment on self-efficacy, compared with prompting a task assignment. This effect is mediated by the expected difficulty of the health game/task. No differences between the game and task groups were found in affect, flourishing, or self-esteem. CONCLUSIONS: This experiment provides no support for the notion that a game for health prompt might be seen as arousal congruent cognitive reappraisal. JMIR Publications 2021-03-03 /pmc/articles/PMC7970158/ /pubmed/33656447 http://dx.doi.org/10.2196/20209 Text en ©Priscilla Haring. Originally published in JMIR Serious Games (http://games.jmir.org), 03.03.2021. https://creativecommons.org/licenses/by/4.0/ This 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 Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Haring, Priscilla
The Effect of a Health Game Prompt on Self-efficacy: Online Between-Subjects Experimental Survey
title The Effect of a Health Game Prompt on Self-efficacy: Online Between-Subjects Experimental Survey
title_full The Effect of a Health Game Prompt on Self-efficacy: Online Between-Subjects Experimental Survey
title_fullStr The Effect of a Health Game Prompt on Self-efficacy: Online Between-Subjects Experimental Survey
title_full_unstemmed The Effect of a Health Game Prompt on Self-efficacy: Online Between-Subjects Experimental Survey
title_short The Effect of a Health Game Prompt on Self-efficacy: Online Between-Subjects Experimental Survey
title_sort effect of a health game prompt on self-efficacy: online between-subjects experimental survey
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7970158/
https://www.ncbi.nlm.nih.gov/pubmed/33656447
http://dx.doi.org/10.2196/20209
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