2024
DOI: 10.2196/46697
|View full text |Cite
|
Sign up to set email alerts
|

A Novel Casual Video Game With Simple Mental Health and Well-Being Concepts (Match Emoji): Mixed Methods Feasibility Study

Russell Pine,
James Mbinta,
Lisa Te Morenga
et al.

Abstract: Background Adolescence is a crucial phase for early intervention and prevention of mental health problems. Casual video games are popular and have promise as a novel mechanism for reaching young people, but this potential has seldom been explored. Objective This study aimed to explore the acceptability, feasibility, and possible indicators of therapeutic changes after playing a purpose-built novel casual video game (Match Emoji) with simple mental healt… Show more

Help me understand this report
View preprint versions

Search citation statements

Order By: Relevance

Paper Sections

Select...

Citation Types

0
1
0

Year Published

2024
2024
2024
2024

Publication Types

Select...
1
1

Relationship

0
2

Authors

Journals

citations
Cited by 2 publications
(1 citation statement)
references
References 47 publications
0
1
0
Order By: Relevance
“…In their exploratory study, Pine et al [1] unveil promising results indicating the potential therapeutic benefits of using casual video games. While caution is necessary, particularly concerning the interpretation of student feedback, self-assessment effectiveness, recruitment, pandemic effects, and the absence of mental distress screening, the study demonstrates that video games integrating brief mental health messages provide a promising approach to merging digital intervention with the accessibility of commercial gaming.…”
mentioning
confidence: 99%
“…In their exploratory study, Pine et al [1] unveil promising results indicating the potential therapeutic benefits of using casual video games. While caution is necessary, particularly concerning the interpretation of student feedback, self-assessment effectiveness, recruitment, pandemic effects, and the absence of mental distress screening, the study demonstrates that video games integrating brief mental health messages provide a promising approach to merging digital intervention with the accessibility of commercial gaming.…”
mentioning
confidence: 99%