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Development of a casual video game (Match Emoji) with psychological well-being concepts for young adolescents
Digital 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 suppor...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
SAGE Publications
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8529904/ https://www.ncbi.nlm.nih.gov/pubmed/34691753 http://dx.doi.org/10.1177/20552076211047802 |
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author | Pine, Russell Te Morenga, Lisa Olson, Mitch Fleming, Theresa |
author_facet | Pine, Russell Te Morenga, Lisa Olson, Mitch Fleming, Theresa |
author_sort | Pine, Russell |
collection | PubMed |
description | Digital 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. |
format | Online Article Text |
id | pubmed-8529904 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | SAGE Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-85299042021-10-22 Development of a casual video game (Match Emoji) with psychological well-being concepts for young adolescents Pine, Russell Te Morenga, Lisa Olson, Mitch Fleming, Theresa Digit Health Original Research Digital 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. SAGE Publications 2021-10-04 /pmc/articles/PMC8529904/ /pubmed/34691753 http://dx.doi.org/10.1177/20552076211047802 Text en © The Author(s) 2021 https://creativecommons.org/licenses/by-nc-nd/4.0/This article is distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivs 4.0 License (https://creativecommons.org/licenses/by-nc-nd/4.0/) which permits non-commercial use, reproduction and distribution of the work as published without adaptation or alteration, without further permission provided the original work is attributed as specified on the SAGE and Open Access page (https://us.sagepub.com/en-us/nam/open-access-at-sage). |
spellingShingle | Original Research Pine, Russell Te Morenga, Lisa Olson, Mitch Fleming, Theresa Development of a casual video game (Match Emoji) with psychological well-being concepts for young adolescents |
title | Development of a casual video game (Match Emoji) with psychological well-being concepts for young adolescents |
title_full | Development of a casual video game (Match Emoji) with psychological well-being concepts for young adolescents |
title_fullStr | Development of a casual video game (Match Emoji) with psychological well-being concepts for young adolescents |
title_full_unstemmed | Development of a casual video game (Match Emoji) with psychological well-being concepts for young adolescents |
title_short | Development of a casual video game (Match Emoji) with psychological well-being concepts for young adolescents |
title_sort | development of a casual video game (match emoji) with psychological well-being concepts for young adolescents |
topic | Original Research |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8529904/ https://www.ncbi.nlm.nih.gov/pubmed/34691753 http://dx.doi.org/10.1177/20552076211047802 |
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