DOI: 10.26686/wgtn.20104103
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Developing, Co-Designing and Testing a New Approach in Digital Mental Health for Young Adolescents: Match Emoji, a Casual Video Game Adapted for Mental Health and Well-Being

Abstract: <p><b>BackgroundAlthough mental health and well-being treatments for adolescents exist, many who would benefit from these supports do not access them due to attitudinal and structural barriers, including stigma and cost. Digital mental health interventions address some of these barriers but have often had poor reach and retention in real-world settings. In this research, I explore a new mechanism that has received little attention to date. Specifically, I examined the potential of casual video game… Show more

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