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一款具有简单心理健康和幸福感概念的新型休闲视频游戏(表情符号配对):混合方法可行性研究

A Novel Casual Video Game With Simple Mental Health and Well-Being Concepts (Match Emoji): Mixed Methods 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 Serious Games. 2024 Feb 12;12:e46697. doi: 10.2196/46697.

Abstract

BACKGROUND

Adolescence is a crucial phase for early intervention and prevention of mental health problems. Casual video games are popular and have promise as a novel mechanism for reaching young people, but this potential has seldom been explored.

OBJECTIVE

This study aimed to explore the acceptability, feasibility, and possible indicators of therapeutic changes after playing a purpose-built novel casual video game (Match Emoji) with simple mental health and well-being content among young adolescents.

METHODS

We conducted a single-arm, nonrandomized trial of Match Emoji with 12- to 14-year-old school students (N=45; 26 [57%] New Zealand European, 12 [26%] Māori; 7 [15%] Asian or Pacific; 27 [60%] boys, 3 [6%] non-binary). Participants were invited to play Match Emoji for 15 minutes, 2-3 times a week over 2 weeks (a total of 60 minutes). Acceptability was assessed through the frequency and duration of use (analytics analyzed at the end of the 2-week intervention period and at weeks 4 and 6) and through participant reports. The Child and Adolescent Mindfulness Measure (CAMM), General Help-Seeking Questionnaire (GHSQ), Flourishing Scale (FS), and Revised Children's Anxiety and Depression Scale (RCADS) were assessed at baseline and week 2 to indicate possible effects. Focus groups were held in week 4.

RESULTS

Most participants (n=39, 87%) used Match Emoji for at least 60 minutes over the 2-week intervention, with 80% (36/45) continuing to play the game after the intervention period. Mean change (from baseline to 2 weeks) on each measure was 1.38 (95% CI -0.03 to 2.79; P=.06) for CAMM; 0.8 (95% CI -2.71 to 4.31; P=.64) for GHSQ; -1.09 (95% CI -2.83 to 0.66; P=.21) for FS; and -3.42 (95% CI -6.84 to -0.001; P=0.49) for RCADS. Focus group feedback suggested that Match Emoji was enjoyable and helpful.

CONCLUSIONS

The casual video game with mental health content appeared to be acceptable and provided a promising indication of possible therapeutic effects. This approach is worthy of further investigation.

INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): RR2-10.2196/31588.

摘要

背景

青春期是早期干预和预防心理健康问题的关键阶段。休闲电子游戏很受欢迎,有望成为接触年轻人的一种新机制,但这种潜力很少被探索。

目的

本研究旨在探讨在青少年中玩一款专门设计的、具有简单心理健康和幸福感内容的新型休闲电子游戏(匹配表情符号)后的可接受性、可行性以及治疗变化的可能指标。

方法

我们对12至14岁的在校学生进行了一项关于匹配表情符号的单臂、非随机试验(N = 45;26名[57%]为新西兰欧洲人,12名[26%]为毛利人;7名[15%]为亚洲或太平洋地区人;27名[60%]为男孩,3名[6%]为非二元性别)。参与者被邀请每周玩2 - 3次匹配表情符号游戏,每次15分钟,持续2周(共60分钟)。通过使用频率和时长(在2周干预期结束时以及第4周和第6周进行分析)以及参与者报告来评估可接受性。在基线和第2周评估儿童和青少年正念量表(CAMM)、一般求助问卷(GHSQ)、蓬勃发展量表(FS)以及修订版儿童焦虑抑郁量表(RCADS),以表明可能的效果。在第4周举行了焦点小组讨论。

结果

在2周的干预期间,大多数参与者(n = 39,87%)玩匹配表情符号的时间至少达到60分钟,80%(36/45)的参与者在干预期结束后仍继续玩该游戏。各量表从基线到第2周的平均变化为:CAMM为1.38(95%CI -0.03至2.79;P = 0.06);GHSQ为0.8(95%CI -2.71至4.31;P = 0.64);FS为 -1.09(95%CI -2.83至0.66;P = 0.21);RCADS为 -3.42(95%CI -6.84至 -0.001;P = 0.49)。焦点小组反馈表明匹配表情符号游戏有趣且有帮助。

结论

这款具有心理健康内容的休闲电子游戏似乎是可接受的,并为可能的治疗效果提供了有前景的迹象。这种方法值得进一步研究。

国际注册报告识别码(IRRID):RR2 - 10.2196/31588。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/08d7/10897793/080f09517edb/games_v12i1e46697_fig1.jpg

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