| Literature DB >> 30459485 |
Aniek Wols1, Anna Lichtwarck-Aschoff1, Elke A Schoneveld1, Isabela Granic1.
Abstract
Anxiety disorder is the most prevalent and frequently diagnosed disorder in youth, and associated with serious negative health outcomes. Our most effective prevention programs, however, have several limitations. These limitations can be addressed using game-based interventions. Results from two randomized controlled trials on the video game MindLight show improvements in anxiety that are maintained up to 6 months. The game was designed based on evidence-based therapeutic techniques; however, it is unclear if children's engagement with these techniques actually predict improvements in anxiety symptoms. An important advantage of game-based interventions is that they provide excellent opportunities to isolate therapeutic action mechanisms and test their impact on intervention outcomes. In the current study, on-screen videotaped output while playing MindLight was coded and analysed for forty-three 8 to 12-year old children with elevated levels of anxiety. Results showed that changes in in-game play behaviours representing therapeutic exposure techniques predicted improvements in anxiety symptoms 3 months later (when children had not played the game for 3 months). The current study is a first step towards identifying and validating game mechanics that can be used in new applied games to target anxiety symptoms or other psychopathologies with the same underlying deficits.Entities:
Keywords: Anxiety; Applied games; Children; Mechanisms; Prevention
Year: 2018 PMID: 30459485 PMCID: PMC6223766 DOI: 10.1007/s10862-018-9684-4
Source DB: PubMed Journal: J Psychopathol Behav Assess ISSN: 0882-2689
Overview of the evidence-based principles that are translated into game mechanics in MindLight and the specific in-game play behaviours that are indicative of these mechanics
| Evidence-based principle | Game mechanic | In-game play behaviours | |
|---|---|---|---|
| Engaged | Avoidant/safety | ||
| Relaxation | Neurofeedback | Bright mindlight | No mindlight |
| Exposure | Approach fear events | Exploration | Turn on ceiling light |
| Attention bias modification | Attention bias puzzles | Solve puzzle | |
MindLight Coding System-II
| Engagement behaviour codes | ||
|---|---|---|
| These codes describe the character’s behaviour in the game. | ||
| Name | Code | Description |
| Teru Story | ts | Activate this code when Teru explains things to the player character while the picture is letterboxed. The code starts when the picture becomes letterboxed and ends when the picture returns to full screen again. This code is also activated when Arty discovers the magical hat. After Teru’s story, activate the |
| Defeat | d | Coded as point event. Defeat occurs when the health meter in the lower-left corner of the screen is reduced to zero heart icons. Granny will begin to hunt the character. If the character is caught by Granny, he will be incapacitated and sent back to the map room. The picture will fade out to black, and then fade in as the character revives in the map room. Activate the |
| Inactive | in | The player character is classified as inactive if three conditions are met: (1) the character remains still and (2) there are no changes in camera angle (3) for a period of 6 s or more. Activate the code after these 6 s. |
| Exploration | ex | The player character is moving through the game-environment |
| Ceiling light attempt | cla | The player character begins to project his mindbeam onto a ceiling light. |
| Ceiling light success | cls | Coded as point event. The ceiling light turns on and illuminates the surrounding environment. |
| Chest attempt | cha | The player character begins to project his mindbeam onto a chest. |
| Inside chest | ich | When the cloud of smoke appears, immediately activate the |
| Pick up coin | coi | Coded as point event. The player character picks up a coin. |
| Decloak cat | cat | Coded as point event. Sometimes when the player character decloaks a (green-eyed) fear event, a cat will appear. Code when the cat appears. |
| Puzzle activation | pac | Coded as point event. Use this code when the player character activates the blue cog-shaped platform of a puzzle. |
| Puzzle attempt | pat | Start this code as soon as the mindbeam makes contact with the puzzle face. Stop the code and use the |
| Puzzle success | psu | Coded as point event. When the attention bias modification task within a puzzle room is completed, the room will light up. Pleasant music is audible in these illuminated rooms. Activate the |
| Fear attempt | fat | The player character moves towards the fear event and/or stays in front of the fear event in order to let it disappear (this means that the player character doesn’t necessarily need to be facing the fear event). |
| Fear success | fsu | Coded as point event. The player character successfully decloaks the fear event. |
| Technical problem | 2 | Use this code when the picture freezes, the game is paused, when the game is restarted or when there is no connection with the mindwave (green circle is half or less). Start the code from the beginning that this technical problem appeared. |
| Location codes | ||
| These codes describe the character’s location | ||
| Name | Code | Description |
| Entry hall | ent | When you just entered the house, you will be in this hallway. There are two doors at both ends of the hallway (the front door which is locked and the door to the bedroom). |
| Bedroom | bed | Arty’s bedroom. There are, for instance, his bed, pictures on the wall, teddy bears and a box behind his bed. |
| Couch room | cr | This is the room you enter after the bedroom. In this room there are two red couches and on the other side of the room there are three chairs. In this room the player character learns how to turn on a ceiling light. |
| Hall between couch room and fear room | hb | After the couch room you walk through this hallway to the fear room. There are no doors and only one ceiling light in this hallway. |
| Fear practice room | fp | In this room there is a blue round carpet and the player character learns to decloak a fear event. There is one door that is locked and the other door is already open. |
| Box hall | bh | You enter this hallway by walking through the open door in the fear room. This hallway has a lot of boxes and one chest. The player character learns here to open a chest. This hallway leads to the map room or to the secret hallway (if you walk around the door). |
| Secret hall | sh | You can only enter this hallway by walking around the door between the fear room and the box hall. After a right turn the hallway will have five doors. |
| Map room | mp | The map room contains a map of the game environment, which is located to the left of a door flanked by two puzzle faces. This room serves two general purposes: |
| Box room | box | In this room there are a lot of piled boxes and chairs. The puzzle in this room consists of three faces. |
| TV room | tv | In this rooms there are a lot of seating areas and a TV that is very noisy. The puzzle in this room consists of four faces. |
| Ball room | bal | In this room there are different long dining tables, flags and knights. The puzzle in this room consists of five faces. |
| Tree room | tre | In this room there are different gardens with a lot of trees. The puzzle in this room consists of six faces. |
| Fear room | fr | In this room there are several fear events and seven coins that need to be collected to activate the puzzle in the Final Room. Through this room it is possible to enter the Final Room (although it is also possible to enter the Final Room right away). |
| Final room | fin | After turning on the lights in all the rooms, the Final Room is unlocked. This is the hardest room in the game. If the player is successful in finding all the coins and solving the puzzle in this room, all the lights in the mansion will turn on. The player character then receives a letter from his deceased grandpa with the instruction to bring this to Granny’s room in order to save her. |
| Granny’s room | gr | When the player character enters this room with the letter from grandpa, the picture will be letterboxed and shows the end of the story. |
| Small hall | sma | Hallways are areas of the game that connect puzzle rooms. If there are no coin icons in the upper-right corner of the screen, then the character is in a hallway. There are no monsters in the small hallway. |
| Wide hall | wid | Hallways are areas of the game that connect puzzle rooms. If there are no coin icons in the upper-right corner of the screen, then the character is in a hallway. There are monsters in the wide hallway. |
| Technical problem | 1 | Use this code when the picture freezes, the game is paused, when the game is restarted or when there is no connection with the mindwave (green circle is half or less). Start the code from the beginning that this technical problem appeared. |
| Fear event presence codes | ||
| These codes describe the presence/absence of a fear event | ||
| Name | Code | Description |
| Fear on screen – No | nf | Use this code when there are no fear events or monsters visible on the screen. |
| Fear on screen - Yes | yf | Use this code when there are fear events or monsters visible on the screen. Indicate under modifiers the type of fear: |
| Technical problem | 4 | Use this code when the picture freezes, the game is paused, when the game is restarted or when there is no connection with the mindwave (green circle is half or less). Start the code from the beginning that this technical problem appeared. |
| MindLight codes | ||
| These codes describe the brightness of the mindlight. Given the variance in ambient lighting throughout the game space, both luminosity and body language should be taken into consideration to discern the mindlight codes. When, for instance, the brightness is difficult to see (due to a lot of light in the room or the camera angle), pay attention to the body posture and facial expression of the player character. | ||
| Name | Code | Description |
| Pre-Teru | P | Use this code when the player character hasn’t picked up Teru yet. Start this code when the picture fades black between the overall story of the game and that you see Arty in the first hallway. |
| None | N | The environment around the player is almost to completely dark and/or the character’s body language is suggestive of high state anxiety; he is frowning, slouching, and crossing his arms. |
| Some | S | The mindlight is extended to provide a small-to-moderate range of illumination. Furthermore, the character’s posture is suggestive of a slightly anxious state; he is holding his arms close to his body and is beginning to slouch forward. |
| Total | T | The mindlight is extended to provide a large range of illumination. Furthermore, the character’s posture exudes confidence; he is standing erect, smiling, and his arms are held out and to the side, causing his body to take on a triangular silhouette. Another important identifying feature of total mindlight activation is the sparkle particle effect (bright flashes of light) that is visible on the ground in front of the character. |
| Teru occupied | O | During engagement in activities such as turning on ceiling lights, unlocking chests, and solving puzzles, the diffuse mindlight typically seen during exploration will be focused into a beam or not visible at all (for example, when walking around while making a puzzle, when inside a chest). Activate the |
| No connection | C | Use this code when there is no connection with the mindwave (green circle is half or less). |
| Technical problem | 3 | Use this code when the picture freezes, the game is paused or when the game is restarted. Start the code from the beginning that this technical problem appeared. |
Means and standard deviations (SDs) of the study variables
| Demographics | First play-session | Last play-session | |
|---|---|---|---|
| Anxiety at pretest | 0.91 (0.31) | ||
| Anxiety at 3-months follow-upa | 0.64 (0.37) | ||
| Age | 9.94 (1.15) | ||
| Sex | .48 (.51) | ||
| Engaged in-game play behaviours | |||
| Mindlight - total | .53 (.10) | .46 (.13) | |
| Exploration | .72 (.09) | .81 (.11) | |
| Fear attempt | .38 (.16) | .25 (.20) | |
| Defeat | 0.05 (0.03) | 0.07 (0.04) | |
| Avoidant/safety in-game play behaviours | |||
| Mindlight - none | .02 (.04) | .05 (.06) | |
| Ceiling light attempt | 0.20 (0.13) | 0.07 (0.08) | |
| Inside chest | .04 (.03) | .02 (.06) | |
Note. n = 42, a n = 38. All in-game play behaviours are proportions, except for ‘defeat’ and ‘ceiling light attempt’ which are frequencies
Pearson correlations of anxiety at pretest, age, sex, and in-game play behaviours during the first play-session
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
|---|---|---|---|---|---|---|---|---|---|
| Demographics | |||||||||
| 1. Anxiety at pretest | |||||||||
| 2. Age | .25 | ||||||||
| 3. Sex | - .22 | .01 | |||||||
| Engaged in-game play behaviours | |||||||||
| 4. Mindlight - total | .12 | - .04 | - .08 | ||||||
| 5. Exploration | - .03 | .01 | .08 | .32* | |||||
| 6. Fear attempt | - .14 | .01 | .12 | - .02 | - .42** | ||||
| 7. Defeat | .15 | - .05 | .02 | .18 | .05 | .03 | |||
| Avoidant/safety in-game play behaviours | |||||||||
| 8. Mindlight - none | .11 | .03 | - .10 | - .29a | - .14 | - .28b | - .05 | ||
| 9. Ceiling light attempt | .13 | .06 | .21 | - .32* | - .46** | .01 | .27c | .10 | |
| 10. Inside chest | .18 | - .15 | .06 | - .08 | - .54*** | - .03 | - .14 | .07 | .16 |
Note. * p < .05, ** p < .01, *** p < .001, a p = .067, p = .070, c p = .090. n = 42. All in-game play behaviours are proportions, except for ‘defeat’ and ‘ceiling light attempt’ which are frequencies. Sex was coded as 0 for girls and 1 for boys. Partial correlations testing age and sex as potential suppressor variables showed similar results
Pearson correlations of in-game play behaviours during the first and last play-session
| Last play-session | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| First play-session | |||||||
| Engaged in-game play behaviours | |||||||
| 1. Mindlight - total | .05 | .09 | .01 | .04 | - .09 | .04 | .12 |
| 2. Exploration | - .22 | .25 | - .36* | - .07 | - .09 | .13 | - .13 |
| 3. Fear attempt | .10 | - .20 | .17 | .03 | .06 | .02 | .12 |
| 4. Defeat | - .15 | .15 | .06 | .12 | .03 | .03 | - .19 |
| Avoidant/safety in-game play behaviours | |||||||
| 5. Mindlight - none | .09 | .11 | - .06 | .16 | - .17 | .12 | - .13 |
| 6. Ceiling light attempt | - .05 | - .05 | - .14 | .03 | .18 | - .07 | .01 |
| 7. Inside chest | .20 | - .07 | .30a | .01 | - .11 | - .24 | .18 |
Note. * p < .05, ** p < .01, *** p < .001, a p = .051, n = 42. All in-game play behaviours are proportions, except for ‘defeat’ and ‘ceiling light attempt’ which are frequencies. Partial correlations testing age and sex as potential suppressor variables showed similar results
Hierarchical regression analyses predicting anxiety at the 3-months follow-up from the differences in in-game play behaviours from the first to the last play-session controlled for anxiety at pretest
| Model | Unstandardized estimate | Standardized estimate | Bootstrap 95% CI for B | Model Statistics | |||
|---|---|---|---|---|---|---|---|
| B ( |
| Lower | Upper | Δ | Error | Δ | |
| Anxiety pretest | 0.82 (0.15) | .67*** | 0.54 | 1.02 | 28.76 | 36 | .44*** |
| Engaged in-game play behaviours | 2.99 | 32 | .15* | ||||
| Anxiety pretest | 0.90 (0.15) | .74*** | 0.60 | 1.17 | |||
| Difference in mindlight - total | - 0.29 (0.25) | - .13 | - 0.82 | 0.35 | |||
| Difference in exploration | - 1.02 (0.38) | - .33** | - 1.80 | - 0.37 | |||
| Difference in fear attempt | - 0.27 (0.19) | - .16 | - 0.69 | 0.07 | |||
| Difference in defeat | 1.22 (0.84) | .18 | - 0.52 | 2.99 | |||
| Avoidant/safety in-game play behaviours | 5.82 | 33 | .19** | ||||
| Anxiety pretest | 0.90 (0.13) | .74*** | 0.65 | 1.11 | |||
| Difference in mindlight - none | 0.66 (0.48) | .15 | 0.02 | 2.89 | |||
| Difference in ceiling light attempt | 0.68 (0.25) | .29* | 0.21 | 1.23 | |||
| Difference in inside chest | 1.51 (0.58) | .28* | 0.23 | 3.02 | |||
Note. * p < .05, ** p < .01, *** p < .001, 5.000 bootstrap samples. Thirty-eight of the forty-two children completed the 3-months follow-up assessment. All in-game play behaviours are proportions, except for ‘defeat’ and ‘ceiling light attempt’ which are frequencies