Accepted for/Published in: JMIR Serious Games
Date Submitted: Mar 22, 2023
Date Accepted: Mar 24, 2024
A serious game for adolescent mental health: a pilot study of usability and effects on cognitive vulnerability.
ABSTRACT
Background:
Adolescent mental health is of utmost importance. E-mental health interventions, in particular serious games, are appealing to adolescents and can have beneficial effects on their mental health. A serious game, which aims to impact cognitive vulnerability, can contribute to the prevention of mental problems in young people.
Objective:
To assess the feasibility of a prototype of a serious game called ‘Silver’.
Methods:
The prototype of a serious game was developed utilizing a user-centered and participatory design. The prototype of Silver focused on one aspect of a serious game for improving cognitive vulnerability in adolescents i.e., the recognition and identification of cognitive distortions. A pre-test/post-test design was employed, with a one-week intervention phase in which participants were asked to play the game. Participants, aged between 12-16 years, were recruited in schools. Outcomes of interest were recognition of cognitive distortions and presence of participants’ cognitive distortions. The game was also evaluated on its effect, content, and usefulness.
Results:
630 adolescents played Silver and completed the assessments. Adolescents were significantly better at recognizing cognitive distortions and their cognitive distortions decreased significantly after playing Silver. Moreover, participants indicated that the game helped them recognise cognitive distortions. The majority of participants considered the game appealing but also boring and they would prefer a more comprehensive game.
Conclusions:
Findings from the present study suggest that a serious game may be an effective tool to improve cognitive vulnerability in adolescents. The development of such a serious game, based on the studied prototype, is recommended. It may be an important and innovative tool in the universal prevention of mental problems in young people. Future research on the effects of the game is warranted.
Citation
Request queued. Please wait while the file is being generated. It may take some time.
Copyright
© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.