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The Effect of Expectations on Experiences and Engagement with an Applied Game for Mental Health

机译:对经验和期望的效果参与心理健康的游戏应用

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Objective: Applied games are considered a promising approach to deliver mental health interventions. Nonspecific factors such as expectations and motivation may be crucial to optimize effectiveness yet have not been examined so far. The current study examined the effect of expectations for improvement on (1) experienced fun and positive affect, and (2) in-game play behaviors while playing MindLight, an applied game shown to reduce anxiety. The secondary aim was to examine the moderating role of symptom severity and motivation to change.Materials and Methods: Fifty-seven participants (47 females; 17–21 years old) preselected on anxiety symptoms viewed a trailer in which MindLight was promoted as either a mental health or an entertainment game. These trailers were used to induce different expectations in participants. Participants subsequently played the game for 60 minutes. Before playing, participants filled out questionnaires about their general anxiety symptoms, motivation to change, state anxiety, affect, and arousal. While playing, in-game behaviors and galvanic skin response (GSR) were recorded continuously. After playing, state anxiety, affect, and arousal were measured again as well as experienced fun.Results: Participants in both trailer conditions showed increases in state anxiety, arousal, and GSR. Expectations did not influence experienced fun and positive affect, nor in-game behaviors. In addition, no moderation effects of motivation to change and symptom severity were found.Conclusion: Experiences and engagement with MindLight were not influenced by expectations, motivation to change, and symptom severity. For future research, it is recommended to examine individual differences in these effects, and long-term and more distal outcomes and processes.
机译:目的:应用游戏被认为是有前途的方法来提供心理健康干预措施。期望和动机可能是至关重要的优化效果还没有检查到目前为止。预期的改进(1)有经验有趣的和积极的影响,(2)在游戏中玩行为在玩MindLight,一个应用游戏可以减少焦虑。检查症状的调节作用严重程度和动机去改变。方法:57参与者(47岁女性;17-21岁)预选的焦虑症状看一个预告片MindLight被提拔作为一个心理健康或娱乐游戏。在参与者不同的期望。随后参与者玩60分钟。关于一般焦虑的问卷调查症状,动机改变,状态焦虑,影响和激励。行为和皮肤电反应(GSR)连续记录。焦虑、影响和激励再次测量以及经验丰富的乐趣。在两个拖车显示增加的条件状态焦虑,兴奋,GSR。没有经验的乐趣和积极的影响影响,也没有游戏的行为。适度的动机的影响和改变症状严重程度被发现。经验和与MindLight接触不会受到预期,动机改变,症状严重程度。个人研究,建议检查这些影响的差异,和长期的和多远的结果和过程。

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