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Accepted for/Published in: JMIR Research Protocols

Date Submitted: Jun 27, 2021
Open Peer Review Period: Jun 26, 2021 - Jul 5, 2021
Date Accepted: Jul 6, 2021
Date Submitted to PubMed: Aug 13, 2021
(closed for review but you can still tweet)

The final, peer-reviewed published version of this preprint can be found here:

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

Pine R, Mbinta J, Te Morenga L, Fleming T

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

JMIR Res Protoc 2021;10(8):e31588

DOI: 10.2196/31588

PMID: 34387558

PMCID: 8391754

A Casual Video Game with Psychological Well-Being Concepts for Young Adolescents: Protocol for an Acceptability and Feasibility Study

  • Russell Pine; 
  • James Mbinta; 
  • Lisa Te Morenga; 
  • Theresa Fleming

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-olds in a New Zealand secondary school (2) to identify the feasibility of the research process (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, post intervention 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.

Conclusions:

Data from the study is expected to inform future research on Match Emoji including a randomized control trial and further adjustments to the design and development of the game. Clinical Trial: This study received ethics approval from the New Zealand Health and Disability Ethics Committee (21/NTA/34) on the 28th of May 2021


 Citation

Please cite as:

Pine R, Mbinta J, Te Morenga L, Fleming T

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

JMIR Res Protoc 2021;10(8):e31588

DOI: 10.2196/31588

PMID: 34387558

PMCID: 8391754

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