Explicit Mental Health Messaging Promotes Serious Video Game Selection in Youth With Elevated Mental Health Symptoms

Serious games aimed at promoting well-being in youth have promising effects and potential for far-reaching impact. Considering that most mental health disorders remain untreated in youth, therapeutic games may be most valuable when they are aimed at untreated youth with internalizing symptoms. Howev...

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Main Authors: Marlou Poppelaars, Aniek Wols, Anna Lichtwarck-Aschoff, Isabela Granic
Format: Article
Language:English
Published: Frontiers Media S.A. 2018-10-01
Series:Frontiers in Psychology
Subjects:
Online Access:https://www.frontiersin.org/article/10.3389/fpsyg.2018.01837/full
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spelling doaj-f9f6c4d3ed354d1e83723e619112c4202020-11-25T00:37:54ZengFrontiers Media S.A.Frontiers in Psychology1664-10782018-10-01910.3389/fpsyg.2018.01837384784Explicit Mental Health Messaging Promotes Serious Video Game Selection in Youth With Elevated Mental Health SymptomsMarlou PoppelaarsAniek WolsAnna Lichtwarck-AschoffIsabela GranicSerious games aimed at promoting well-being in youth have promising effects and potential for far-reaching impact. Considering that most mental health disorders remain untreated in youth, therapeutic games may be most valuable when they are aimed at untreated youth with internalizing symptoms. However, when targeting youth outside of a clinical setting, the first impression of therapeutic video games may determine whether and how a game is played. Thus, understanding the influence of messaging used in the promotion of therapeutic games on game choice and experience is critical. The current study examined two alternatives in promoting mental health games: one included explicit mental health messaging (e.g., learn to manage stress) and the other was a stealth promotion that did not mention mental health but highlighted the entertainment value. Young adults with mild to severe internalizing mental health symptoms (i.e., depressive, anxiety, and stress symptoms) were shown two distinct trailer designs, with random assignment determining which design held which message. Participants (n = 129, Mage = 21.33, SDage = 3.20), unaware that both trailers promoted the same commercial video game, were 3.71 times more likely to choose what they believed was the mental health game. Additionally, an unforeseen difference in the attractiveness of the two trailer designs resulted in participants being 5.65 times more likely to select the mental health game promoted in one trailer design over the other. Messaging did not influence game experience (i.e., gameplay duration, autonomy, competence, intrinsic motivation and affect). Exploratory analyses indicated that game experience, but not game choice, was influenced by symptom severity, symptom type and the interaction between symptom severity and messaging. The present study suggests that explicit mental health messages attract youth with mental health symptoms. Ultimately, youth may be empowered to seek out mental health games if they are promoted properly, allowing for far-reaching positive influences on well-being. Toward this aim, future research is needed on the game selection process, addressing underlying motivations, the balance between explicit health and entertainment messaging, and multiple interacting influences on game selection (e.g., promotion and peers).https://www.frontiersin.org/article/10.3389/fpsyg.2018.01837/fullserious video gamesmental healthmessagingaffectintrinsic motivationdepressive symptoms
collection DOAJ
language English
format Article
sources DOAJ
author Marlou Poppelaars
Aniek Wols
Anna Lichtwarck-Aschoff
Isabela Granic
spellingShingle Marlou Poppelaars
Aniek Wols
Anna Lichtwarck-Aschoff
Isabela Granic
Explicit Mental Health Messaging Promotes Serious Video Game Selection in Youth With Elevated Mental Health Symptoms
Frontiers in Psychology
serious video games
mental health
messaging
affect
intrinsic motivation
depressive symptoms
author_facet Marlou Poppelaars
Aniek Wols
Anna Lichtwarck-Aschoff
Isabela Granic
author_sort Marlou Poppelaars
title Explicit Mental Health Messaging Promotes Serious Video Game Selection in Youth With Elevated Mental Health Symptoms
title_short Explicit Mental Health Messaging Promotes Serious Video Game Selection in Youth With Elevated Mental Health Symptoms
title_full Explicit Mental Health Messaging Promotes Serious Video Game Selection in Youth With Elevated Mental Health Symptoms
title_fullStr Explicit Mental Health Messaging Promotes Serious Video Game Selection in Youth With Elevated Mental Health Symptoms
title_full_unstemmed Explicit Mental Health Messaging Promotes Serious Video Game Selection in Youth With Elevated Mental Health Symptoms
title_sort explicit mental health messaging promotes serious video game selection in youth with elevated mental health symptoms
publisher Frontiers Media S.A.
series Frontiers in Psychology
issn 1664-1078
publishDate 2018-10-01
description Serious games aimed at promoting well-being in youth have promising effects and potential for far-reaching impact. Considering that most mental health disorders remain untreated in youth, therapeutic games may be most valuable when they are aimed at untreated youth with internalizing symptoms. However, when targeting youth outside of a clinical setting, the first impression of therapeutic video games may determine whether and how a game is played. Thus, understanding the influence of messaging used in the promotion of therapeutic games on game choice and experience is critical. The current study examined two alternatives in promoting mental health games: one included explicit mental health messaging (e.g., learn to manage stress) and the other was a stealth promotion that did not mention mental health but highlighted the entertainment value. Young adults with mild to severe internalizing mental health symptoms (i.e., depressive, anxiety, and stress symptoms) were shown two distinct trailer designs, with random assignment determining which design held which message. Participants (n = 129, Mage = 21.33, SDage = 3.20), unaware that both trailers promoted the same commercial video game, were 3.71 times more likely to choose what they believed was the mental health game. Additionally, an unforeseen difference in the attractiveness of the two trailer designs resulted in participants being 5.65 times more likely to select the mental health game promoted in one trailer design over the other. Messaging did not influence game experience (i.e., gameplay duration, autonomy, competence, intrinsic motivation and affect). Exploratory analyses indicated that game experience, but not game choice, was influenced by symptom severity, symptom type and the interaction between symptom severity and messaging. The present study suggests that explicit mental health messages attract youth with mental health symptoms. Ultimately, youth may be empowered to seek out mental health games if they are promoted properly, allowing for far-reaching positive influences on well-being. Toward this aim, future research is needed on the game selection process, addressing underlying motivations, the balance between explicit health and entertainment messaging, and multiple interacting influences on game selection (e.g., promotion and peers).
topic serious video games
mental health
messaging
affect
intrinsic motivation
depressive symptoms
url https://www.frontiersin.org/article/10.3389/fpsyg.2018.01837/full
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