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The Effect of Expectations on Experiences and Engagement with an Applied Game for Mental Health

Objective: Applied games are considered a promising approach to deliver mental health interventions. Nonspecific factors such as expectations and motivation may be crucial to optimize effectiveness yet have not been examined so far. The current study examined the effect of expectations for improveme...

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Autores principales: Wols, Aniek, Hollenstein, Tom, Lichtwarck-Aschoff, Anna, Granic, Isabela
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Mary Ann Liebert, Inc., publishers 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8380792/
https://www.ncbi.nlm.nih.gov/pubmed/33945326
http://dx.doi.org/10.1089/g4h.2020.0115
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author Wols, Aniek
Hollenstein, Tom
Lichtwarck-Aschoff, Anna
Granic, Isabela
author_facet Wols, Aniek
Hollenstein, Tom
Lichtwarck-Aschoff, Anna
Granic, Isabela
author_sort Wols, Aniek
collection PubMed
description Objective: Applied games are considered a promising approach to deliver mental health interventions. Nonspecific factors such as expectations and motivation may be crucial to optimize effectiveness yet have not been examined so far. The current study examined the effect of expectations for improvement on (1) experienced fun and positive affect, and (2) in-game play behaviors while playing MindLight, an applied game shown to reduce anxiety. The secondary aim was to examine the moderating role of symptom severity and motivation to change. Materials and Methods: Fifty-seven participants (47 females; 17–21 years old) preselected on anxiety symptoms viewed a trailer in which MindLight was promoted as either a mental health or an entertainment game. These trailers were used to induce different expectations in participants. Participants subsequently played the game for 60 minutes. Before playing, participants filled out questionnaires about their general anxiety symptoms, motivation to change, state anxiety, affect, and arousal. While playing, in-game behaviors and galvanic skin response (GSR) were recorded continuously. After playing, state anxiety, affect, and arousal were measured again as well as experienced fun. Results: Participants in both trailer conditions showed increases in state anxiety, arousal, and GSR. Expectations did not influence experienced fun and positive affect, nor in-game behaviors. In addition, no moderation effects of motivation to change and symptom severity were found. Conclusion: Experiences and engagement with MindLight were not influenced by expectations, motivation to change, and symptom severity. For future research, it is recommended to examine individual differences in these effects, and long-term and more distal outcomes and processes.
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spelling pubmed-83807922021-09-01 The Effect of Expectations on Experiences and Engagement with an Applied Game for Mental Health Wols, Aniek Hollenstein, Tom Lichtwarck-Aschoff, Anna Granic, Isabela Games Health J Original Articles Objective: Applied games are considered a promising approach to deliver mental health interventions. Nonspecific factors such as expectations and motivation may be crucial to optimize effectiveness yet have not been examined so far. The current study examined the effect of expectations for improvement on (1) experienced fun and positive affect, and (2) in-game play behaviors while playing MindLight, an applied game shown to reduce anxiety. The secondary aim was to examine the moderating role of symptom severity and motivation to change. Materials and Methods: Fifty-seven participants (47 females; 17–21 years old) preselected on anxiety symptoms viewed a trailer in which MindLight was promoted as either a mental health or an entertainment game. These trailers were used to induce different expectations in participants. Participants subsequently played the game for 60 minutes. Before playing, participants filled out questionnaires about their general anxiety symptoms, motivation to change, state anxiety, affect, and arousal. While playing, in-game behaviors and galvanic skin response (GSR) were recorded continuously. After playing, state anxiety, affect, and arousal were measured again as well as experienced fun. Results: Participants in both trailer conditions showed increases in state anxiety, arousal, and GSR. Expectations did not influence experienced fun and positive affect, nor in-game behaviors. In addition, no moderation effects of motivation to change and symptom severity were found. Conclusion: Experiences and engagement with MindLight were not influenced by expectations, motivation to change, and symptom severity. For future research, it is recommended to examine individual differences in these effects, and long-term and more distal outcomes and processes. Mary Ann Liebert, Inc., publishers 2021-08-01 2021-08-09 /pmc/articles/PMC8380792/ /pubmed/33945326 http://dx.doi.org/10.1089/g4h.2020.0115 Text en © Aniek Wols, et al., 2021; Published by Mary Ann Liebert, Inc. https://creativecommons.org/licenses/by-nc/4.0/This Open Access article is distributed under the terms of the Creative Commons Attribution Noncommercial License [CC-BY-NC] (http://creativecommons.org/licenses/by-nc/4.0/ (https://creativecommons.org/licenses/by-nc/4.0/) ) which permits any noncommercial use, distribution, and reproduction in any medium, provided the original author(s) and the source are credited.
spellingShingle Original Articles
Wols, Aniek
Hollenstein, Tom
Lichtwarck-Aschoff, Anna
Granic, Isabela
The Effect of Expectations on Experiences and Engagement with an Applied Game for Mental Health
title The Effect of Expectations on Experiences and Engagement with an Applied Game for Mental Health
title_full The Effect of Expectations on Experiences and Engagement with an Applied Game for Mental Health
title_fullStr The Effect of Expectations on Experiences and Engagement with an Applied Game for Mental Health
title_full_unstemmed The Effect of Expectations on Experiences and Engagement with an Applied Game for Mental Health
title_short The Effect of Expectations on Experiences and Engagement with an Applied Game for Mental Health
title_sort effect of expectations on experiences and engagement with an applied game for mental health
topic Original Articles
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8380792/
https://www.ncbi.nlm.nih.gov/pubmed/33945326
http://dx.doi.org/10.1089/g4h.2020.0115
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