| Literature DB >> 32944270 |
Russell Pine1, Kylie Sutcliffe1, Simon McCallum1, Theresa Fleming1.
Abstract
BACKGROUND: Mental distress and disorders among adolescents are well documented. Despite the array of treatments available, many mental health issues remain untreated and often undiagnosed. In an attempt to narrow the treatment gap, researchers have adapted existing mental health interventions into digital formats. Despite their efficacy in trial settings, however, real-world uptake of digital mental health interventions is typically low. Casual video games (CVGs) are popular among adolescents and may be a promising tool to reduce stress, anxiety and depression. AIM: We set out to explore young adolescents' views of CVGs and their opinions of mental health CVG prototypes, to help determine whether this idea warrants further investigation.Entities:
Keywords: Mental health; adolescence; casual video game; co-design
Year: 2020 PMID: 32944270 PMCID: PMC7466875 DOI: 10.1177/2055207620949391
Source DB: PubMed Journal: Digit Health ISSN: 2055-2076
Pen and paper response questions.
| 1) How often do you play apps or casual video games? (Response options: never, about once a week or less, several times a week, or several times a day) |
| 2) What are your thoughts about a casual video game with mental health concepts? |
| 3) If you play apps or casual video games do they make you feel? (Response options: more relaxed, less bored, more focused, more calm, more stressed, more frustrated, more annoyed and other) |
| 4) How old are you? |
| 5) What is your ethnic identity? |
| 6) Have you felt down, depressed or very anxious for more than a few days in a row? (Response options: yes or no) |
Demographic characteristics.
| Gender | Age in years | Ethnicity | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Phase | Group | N | Male | Female | 13 | 14 | Māori | Pacific Islands | NZEa | Other |
| Pen and paper | 1 | 26 | 10 | 16 | 12 | 14 | 3 | 2 | 12 | 5 |
| 2 | 28 | 18 | 8 | 12 | 10 | 4 | 4 | 13 | 6 | |
| 3 | 12 | 7 | 5 | 6 | 6 | 7 | 3 | 2 | ||
| 4 | 24 | 14 | 10 | 11 | 13 | 6 | 3 | 14 | 2 | |
| 5 | 43 | 18 | 24 | 17 | 16 | 12 | 2 | 20 | 1 | |
| 6 | 32 | 14 | 15 | 15 | 16 | 5 | 4 | 22 | 1 | |
| 7 | 42 | 22 | 18 | 22 | 18 | 23 | 8 | 10 | 2 | |
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| Interviews | 1 | 15 | 8 | 7 | 10 | 5 | 7 | 6 | 2 | |
| 2 | 12 | 8 | 4 | 5 | 7 | 2 | 8 | 2 | ||
| 3 | 5 | 5 | 4 | 1 | 1 | 4 | ||||
| 4 | 10 | 4 | 6 | 3 | 7 | 2 | 3 | 5 | ||
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| Workshops | 1 | 7 | 2 | 5 | 7 | 3 | 2 | 2 | ||
| 2 | 6 | 4 | 2 | 4 | 2 | 2 | 4 | 2 | ||
| 3 | 8 | 3 | 5 | 2 | 6 | 1 | 1 | 6 | ||
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aNew Zealand European.
Interview questions.
| 1) If you have played a CVG, when was the last time you played? | |
| 2) Can you recall what was happening beforehand? | |
| 3) How did you feel when you started? | |
| 4) Where were you? | |
| 5) How long did you play for? | |
| 6) How did you feel doing it? | |
| 7) Were there any good things about playing for you? | |
| 8) Were there any less good or bad things? | |
| 9) What is good and not so good about the prototype? | |
| 10) What would improve it? |
Questions used in workshops.
| 1) What are your likes and dislikes of the prototype? | |
| 2) What are your thoughts on the messages and text? | |
| 3) What could be improved? | |
| 4) What do you think about the game play? |