| Literature DB >> 32095256 |
Douglas Jr Kerr1, Frank P Deane1, Trevor P Crowe1.
Abstract
This quasi-experimental study explores the effects of a narrative coaching board game intervention aimed at enhancing participants' sense of self-mastery as part of facilitating narrative identity reconstruction. Three mixed analyses of variance compared differences between clinical (n = 31) and non-clinical (n = 31) groups over time on a measure of mastery. There were no significant group-by-time interaction effects, but both groups demonstrated a statistically significant improvement in mastery over time. From a complex adaptive system perspective, changes may indicate adaptive growth in recovery. A serious board game may be a useful way of facilitating narrative identity reconstruction in recovery.Entities:
Keywords: complex adaptive system; mental health recovery; narrative identity; self-mastery; serious board game
Year: 2020 PMID: 32095256 PMCID: PMC7008560 DOI: 10.1177/2055102920905628
Source DB: PubMed Journal: Health Psychol Open ISSN: 2055-1029
Means, SDs and repeated-measures ANOVA results.
| Measure | Group |
| Baseline (T1) | Pre-game (T2) | Post-game (T3) | Tests of within-subject effects | |||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Mean | SD | Mean | SD | Mean | SD |
|
| ||||
| Mastery | Clinical | 31 | 24.16 | 5.55 | 25.03 | 5.13 | 26.19 | 5.16 | 7.086 | .002 | .191 |
| Non-clinical | 31 | 26.26 | 2.92 | 27.06 | 3.45 | 27.87 | 3.25 | 6.140 | .004 | .170 | |
| Agency | Clinical | 31 | 21.94 | 5.66 | 23.39 | 5.25 | 24.48 | 4.61 | 7.035 | .002 | .190 |
| Non-clinical | 31 | 24.97 | 3.33 | 25.23 | 3.12 | 26.45 | 3.10 | 7.775 | .001 | .206 | |
| Pathways | Clinical | 31 | 24.74 | 5.22 | 25.35 | 5.12 | 26.00 | 5.13 | 3.459 | .038 | .103 |
| Non-clinical | 31 | 25.29 | 3.38 | 25.74 | 3.04 | 27.16 | 3.89 | 9.947 | .001 | .249 | |
ANOVA: analysis of variance; SD: standard deviation.
Means in the same row sharing subscripts are significantly different at p < .05.
An overview of the narrative coaching board game.
| Heroes and heroines: the recovery journey board game | |||||||
| Steps in the board game (heroic journey) | 1. The call | 2. Threshold | 3. Road of trials | 4. Setback | 5. Rising action | 6. Climax | 7. The return |
| Challenges at each step (life story model of identity) | Self-determined identity | Underlying beliefs | Dominant attitude/s | Story turning points | Managing aspects of self | Story high point | Personal growth |
| Coaching process (intentional change theory) | Game preparation | Game play | |||||