■青少年心理健康至关重要。电子心理健康干预措施,特别是严肃的游戏,对青少年有吸引力,对他们的心理健康有有益的影响。旨在提高认知脆弱性的严肃游戏(即,信念或态度),这会使个人容易出现心理健康问题,有助于预防青少年的这些问题。
■这项研究旨在评估一款名为“Silver”的严肃游戏原型的可行性。\"
■严肃游戏的原型是使用以用户为中心的参与式设计开发的。Silver的原型集中在一个严肃的游戏的一个方面,以改善青少年的认知脆弱性,也就是说,认知扭曲的识别和识别。通过游戏,玩家被要求识别和分类角色的想法是有用的或无用的。成功晋升到下一个级别后,任务变得更具挑战性,因为玩家还必须识别特定类型的认知扭曲。使用了前测和后测不受控制的设计来评估游戏,为期1周的干预阶段,参与者被要求玩游戏。12-16岁的参与者被招募到学校。感兴趣的结果是对认知扭曲的识别和参与者认知扭曲的存在。还评估了游戏的效果,内容,和有用性。
■共有630名青少年玩银牌并完成了评估。与后测(平均值13.82,SD5.09;t629=-4.00,P<.001)相比,青少年在前测(平均值13.09,SD4.08)时识别认知扭曲方面明显更好。此外,与前测(平均值41.43,SD10.90;t629=7.98,P<.001)相比,后测(平均值38.73,SD12.79)的认知扭曲显著降低。参与者还表示,游戏帮助他们认识到认知扭曲。许多参与者认为该游戏具有吸引力(294/610,48.2%),但无聊(317/610,52%),并且更喜欢更全面的游戏(299/610,49%)。
■这项研究的结果表明,严肃的游戏可能是改善青少年认知脆弱性的有效工具。如此严肃的游戏的发展,基于原型,是推荐的。它可能是普遍预防青少年心理健康问题的重要和创新工具。未来对游戏效果的研究是有必要的。
UNASSIGNED: Adolescent mental health is of utmost importance. E-mental health interventions, and serious games in particular, are appealing to adolescents and can have beneficial effects on their mental health. A serious game aimed at improving cognitive vulnerability (ie, beliefs or attitudes), which can predispose an individual to mental health problems, can contribute to the prevention of these problems in adolescents.
UNASSIGNED: This study aimed to assess the feasibility of the prototype of a serious game called \"Silver.\"
UNASSIGNED: The prototype of the serious game was developed using a user-centered participatory design. The prototype of Silver focused on 1 aspect of a serious game for improving cognitive vulnerability in adolescents, that is, the recognition and identification of cognitive distortions. Through the game, players were required to identify and classify the character\'s thoughts as helpful or unhelpful. Upon successful advancement to the next level, the task becomes more challenging, as players must also identify specific types of cognitive distortions. A pre- and posttest uncontrolled design was used to evaluate the game, with a 1-week intervention phase in which participants were asked to play the game. Participants aged 12-16 years were recruited in schools. The outcomes of interest were the recognition of cognitive distortions and presence of participants\' cognitive distortions. The game was also evaluated on its effects, content, and usefulness.
UNASSIGNED: A total of 630 adolescents played Silver and completed the assessments. Adolescents were significantly better at recognizing cognitive distortions at the pretest (mean 13.09, SD 4.08) compared to the posttest (mean 13.82, SD 5.09; t629=-4.00, P<.001). Furthermore, their cognitive distortions decreased significantly at the posttest (mean 38.73, SD 12.79) compared to the pretest (mean 41.43, SD 10.90; t629=7.98, P<.001). Participants also indicated that the game helped them recognize cognitive distortions. Many participants considered the game appealing (294/610, 48.2%) but boring (317/610, 52%) and preferred a more comprehensive game (299/610, 49%).
UNASSIGNED: Findings from this study suggest that a serious game may be an effective tool for improving cognitive vulnerability in adolescents. The development of such a serious game, based on the prototype, is recommended. It may be an important and innovative tool for the universal prevention of mental health problems in adolescents. Future research on the effects of the game is warranted.