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Accepted for/Published in: JMIR Serious Games

Date Submitted: Feb 21, 2023
Date Accepted: Aug 21, 2023

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

A Novel Casual Video Game With Simple Mental Health and Well-Being Concepts (Match Emoji): Mixed Methods Feasibility Study

Pine R, James M, Te Morenga L, Fleming T

A Novel Casual Video Game With Simple Mental Health and Well-Being Concepts (Match Emoji): Mixed Methods Feasibility Study

JMIR Serious Games 2024;12:e46697

DOI: 10.2196/46697

PMID: 38345848

PMCID: 10897793

A Novel Casual Video Game with Simple Mental Health and Well-being Concepts (Match Emoji): A Feasibility Study

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

ABSTRACT

Background:

Early adolescence is an important phase for early intervention and the prevention of mental health problems. Existing treatments have limited reach and or engagement. Casual video games are popular and have promise for mental health, but they have seldom been tested.

Objective:

This single-armed, nonrandomised study aimed to explore the feasibility, engagement and therapeutic outcomes of a novel casual video game [Match Emoji] with simple mental health and well-being content.

Methods:

Young adolescents (12-14 years) 45: 57% New Zealand European, 26% Māori [indigenous people of New Zealand], 60% Male) participated in an open trial of Match Emoji for a two-week intervention period. 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 completed at baseline and at two weeks. Focus groups were conducted two weeks after the intervention was completed (at week 4) and frequency and duration of programme use were automatically collected and analysed at the end of the intervention and two week follow up.

Results:

Most participants (n=39, 86.6%) used Match Emoji for at least 60 minutes over the two-week intervention. In the focus groups, 80% (36/45) of participants reported continuing to play the game after the intervention period (at week four). There were no significant differences from baseline to were found on the CAMM (baseline to week two mean change 22.44 to 23.82 p=.005), GHSQ (62.89 to 63.69 p =.64) or FS (41.71 to 40.62 p=.21) however, there was a small significant difference on the RCADS (46.24 to 42.82 p=.049). Semi-structured focus groups highlighted practical issues such as ensuring participants' phones have enough storage space and software is updated and suggested high satisfaction with Match Emoji.

Conclusions:

The casual video game with mental health content appeared to be engaging and provided a promising indication of possible therapeutic impact. This approach is worthy of further investigation. Clinical Trial: New Zealand Health and Disability Ethics Committee (21/NTA/34) on May 28, 2021.


 Citation

Please cite as:

Pine R, James M, Te Morenga L, Fleming T

A Novel Casual Video Game With Simple Mental Health and Well-Being Concepts (Match Emoji): Mixed Methods Feasibility Study

JMIR Serious Games 2024;12:e46697

DOI: 10.2196/46697

PMID: 38345848

PMCID: 10897793

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