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一款面向青少年的融入心理健康概念的休闲电子游戏:可接受性与可行性研究方案。

A Casual Video Game With Psychological Well-being Concepts for Young Adolescents: Protocol for an Acceptability and Feasibility Study.

作者信息

Pine Russell, Mbinta James, Te Morenga Lisa, Fleming Theresa

机构信息

School of Health, Victoria University of Wellington, Wellington, New Zealand.

Research Centre for Hauora and Health, Massey University, Wellington, New Zealand.

出版信息

JMIR Res Protoc. 2021 Aug 12;10(8):e31588. doi: 10.2196/31588.

Abstract

BACKGROUND

Many face-to-face and digital therapeutic supports are designed for adolescents experiencing high levels of psychological distress. However, promoting psychological well-being among adolescents is often neglected despite significant short-term and long-term benefits.

OBJECTIVE

This research has 3 main objectives: (1) to assess the acceptability of Match Emoji, a casual video game with psychological well-being concepts among 13-15-year-old students in a New Zealand secondary school; (2) to identify the feasibility of the research process; and (3) to explore the preliminary well-being and therapeutic potential of Match Emoji.

METHODS

Approximately 40 participants aged 13-15 years from a local secondary college in Wellington, New Zealand, will be invited to download and play Match Emoji 3-4 times a week for 5-15 minutes over a 2-week period. Participants will complete 4 assessments at baseline, postintervention, and 3 weeks later to assess psychological well-being and therapeutic changes. Statistical analysis will be used to synthesize data from interviews and triangulated with assessment changes and game analytics. This synthesis will help to assess the acceptability and feasibility of the Match Emoji.

RESULTS

The key outputs from the project will include the acceptability, feasibility, and therapeutic potential of Match Emoji. It is anticipated that participants will have finished playing the recommended game play regimen by August 2021 with analysis of results completed by October 2021.

CONCLUSIONS

Data from the study are expected to inform future research on Match Emoji including a randomized controlled trial and further adjustments to the design and development of the game.

INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): PRR1-10.2196/31588.

摘要

背景

许多面对面和数字化的治疗支持都是为心理困扰程度较高的青少年设计的。然而,尽管有显著的短期和长期益处,但促进青少年的心理健康往往被忽视。

目的

本研究有3个主要目标:(1)评估一款融入心理健康概念的休闲视频游戏“匹配表情符号”在新西兰一所中学13 - 15岁学生中的可接受性;(2)确定研究过程的可行性;(3)探索“匹配表情符号”的初步心理健康和治疗潜力。

方法

将邀请约40名来自新西兰惠灵顿当地一所中学、年龄在13 - 15岁的参与者,在两周时间内每周下载并玩3 - 4次“匹配表情符号”,每次15分钟。参与者将在基线、干预后和3周后完成4次评估,以评估心理健康和治疗变化。将使用统计分析来综合访谈数据,并与评估变化和游戏分析数据进行三角验证。这种综合将有助于评估“匹配表情符号”的可接受性和可行性。

结果

该项目的主要成果将包括“匹配表情符号”的可接受性、可行性和治疗潜力。预计参与者将在2021年8月前完成推荐的游戏方案,2021年10月完成结果分析。

结论

该研究的数据有望为未来关于“匹配表情符号”的研究提供信息,包括随机对照试验以及对游戏设计和开发的进一步调整。

国际注册报告识别号(IRRID):PRR1 - 10.2196/31588

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