Pine Russell, Te Morenga Lisa, Olson Mitch, Fleming Theresa
School of Health, Victoria University of Wellington, Wellington, New Zealand.
Research Centre for Hauora and Health, Massey University, Wellington, New Zealand.
Digit Health. 2021 Oct 4;7:20552076211047802. doi: 10.1177/20552076211047802. eCollection 2021 Jan-Dec.
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.
数字心理健康干预措施在试验中已被证明是有效的,但在现实环境中的采用率和留存率往往令人失望。通过构建更贴近目标群体利用技术支持自身心理健康方式的干预措施,可能会产生更大的影响。休闲电子游戏可能在这一领域提供机会,因为它们在年轻人中是一项非常受欢迎的活动。我们建议将心理健康内容融入休闲电子游戏的显性内容和隐性过程中。在本文中,我们描述了Match Emoji这款休闲电子游戏的设计和核心过程,该游戏旨在通过游戏玩法和微信息来支持心理健康的发展。Match Emoji的迭代开发涉及多个阶段,包括对文献的系统综述、与目标用户、临床医生、游戏开发者的咨询以及对文献的仔细研读。在整个过程中寻求专家合作,以确保游戏玩法和信息符合行为改变和学习理论。Match Emoji的可接受性和可行性研究将为未来的随机对照试验提供参考。