| Literature DB >> 35990999 |
Imogen Maresch1, Hanna Kampman1.
Abstract
In the current climate of Covid-19 and world-wide social distancing, the mental health toll has been widely reported, with an expectation that the negative impact will last beyond the lockdowns. Facing the prospect of an unknown future and continuing challenges, resilience is both topical and necessary. With a call for digitally delivered interventions to help people affected by the pandemic, this study explores how playing an online positive psychology-informed board game supported people to recognise resources for resilience. Sixteen multi-national participants played in groups of 3-4 and qualitative data, collected via focus groups, was analysed using Thematic Analysis. Participants described a broadening of resources, primarily through reflecting on and remembering prior strategies and successes. Four themes are identified which, it is suggested, facilitated this in a sequential, upward spiral; the game mechanisms (release), psychological safety (reflect), meaningful conversations (remember) and anchoring of prior experiences (reuse). Critically, this study suggests that psychological safety may have been amplified by the online environment, which participants suggested enabled them to engage without interruption or inhibition. Additionally, whilst not part of the original intervention, the post-game reflection played an essential role in meaning-making and transferring learning into real-life. Future research into how online environments might not just facilitate but augment interventions is recommended. Finally, this study calls for further research into the impact of playful positive psychology interventions, suggesting a potential development of 'serious play' towards 'seriously positive play'.Entities:
Keywords: Covid-19; Online board games; Positive psychology; Positive psychology interventions; Resilience; Serious play
Year: 2022 PMID: 35990999 PMCID: PMC9375186 DOI: 10.1007/s41042-022-00069-z
Source DB: PubMed Journal: Int J Appl Posit Psychol ISSN: 2364-5059
Fig. 1Illustrative examples of game content
Fig. 2Multi-dimensional model of resilience used in the intervention
Resources and their links to Positive Psychology Interventions
Themes, sub-themes and prevalence of master themes per focus group
| Master themes | Sub-themes | Example quotes | Prev. |
|---|---|---|---|
| 4.1 “So much more than a game” | 4.1.1 “Time just disappeared” | “Sometimes I got lost in the game” (Olivia, G5) “as soon as it started, I was in it” (Carmen, G1) “I wasn’t aware of the time” (Anna, G1) “it was fun, it was interactive, it was engaging” (Fiona, G2) “the group turns…that really helped keep that engagement and the momentum going” (Carmen, G1) | 5/5 |
| 4.1.2 “More challenging than your average game” | “I haven’t had this kind of interaction for a very, very long time.” (Jack, G4) “It gets you to think about things you wouldn’t normally” (Lee, G4) “you don’t get to such conversations a lot, especially nowadays” (Olivia, G5) “it prompts something that you wouldn’t naturally reflect on very often” (Heidi G3) | ||
| 4.2 “Safe space” | 4.2.1 “In this together” | “The camaraderie between everybody…helps to fuel and boost you” (Gill, G3) “that you’re together in this actually is a very important part of it” (Heidi, G3) “we’re a team, we’re in this together…you’re doing it for the team” (Lee, G4) | 5/5 |
| 4.2.2 Virtually “in the same room” | “felt like we were all in the same room” (Belle, G1) “it benefits to a point ‘cause it’s almost as a barrier of protection…a bit more of a safer space” (Heidi, G3) “it creates a different vibe, a kind of trust vibe” (Molly, G4) “I really felt like we were in the same room” (Olivia, G5) | ||
| 4.3“Deep and meaningful” conversations | 4.3.1 “Self-dialogue”` | “I’ve learned some things about myself” (Anna, G1) “It opens up conversations within our own heads” (Carmen, G1) “Really thought provoking” (Dee, G2) “the game has helped with self-awareness” (Kim, G4) | 5/5 |
| 4.3.2 “Different perspectives” | “You learn from how other people respond to things” (Anna, G1) “You’re learning off each other” (Isabelle, G3) “I appreciate different perspectives” (Molly, G4) “Hearing examples from other people made me realise things I could be doing myself” (Carmen, G1) | ||
| 4.3.3 “Connect the dots” | “I think [the Focus Group] is really valuable, almost having like a debrief after”. (Gill, G3) “It feels as though it rounds you off the session rather than having to call a stop after the game” (Kim, G4) “I think this, the debriefing, is very important to-to connecting this game with the actual topic, resilience” (Olivia, G5) | ||
| 4.4.“This game is an anchor” | 4.4.1 “Individual journey” | “there’s multiple aspects to resilience” (Carmen, G1) “There’s all these ways you can be resilient” (Anna, G1) “It gave me an insight into how small things can actually increase your resilience” (Kim, G4) “It made me think about resilience as so many different parts of who we are” (Ellie, G2) | 5/5 |
| 4.4.2 “It’s a reminder” | “It made me remember and focus on some of the practical things” (Anna, G1) “There are tools that I have in my arsenal that I perhaps have forgotten” (Isabelle, G3) “It’s a great reminder that we have a strong core” (Olivia, G5) |
Fig. 3Upwards spiral of accessing and anchoring resources for resilience