Evidence map›Paper›PMID 35575761›Full record

ArticleJMIR serious games2022

Effect of the "Art Coloring" Online Coloring Game on Subjective Well-Being Increase and Anxiety Reduction During the COVID-19 Pandemic: Development and Evaluation.

JuZhe Xi, YuHan Gao, Na Lyu, Zhuang She, XinYue Wang, Xin-An Zhang, XiaoYu Yu, WeiDong Ji, MengSheng Wei, WeiHui Dai and 1 more

Erratum issuedOpen access · goldAbstract read
In one paragraph

Article in JMIR serious games, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. An erratum has been issued. Cited by 7 papers.

0numbers the graph read from it
0cells of the map it votes in
7citing papers in PubMed
1.2field-weighted citation impact, top 23% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

7 citing papers in PubMed, 6 citations in OpenAlex.

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4 · The record

Corrections and comments

5 · Who and what money

Authors and funding

11 authors at 6 institutions in 2 countries.

JuZhe Xi *Shanghai Key Laboratory of Mental Health and Psychological Crisis Intervention, Affiliated Mental Health Center (ECNU), School of Psychology and Cognitive Science, East China Normal University, Shanghai, China.ORCID 0000-0002-6605-8243
YuHan Gao *Shanghai Key Laboratory of Mental Health and Psychological Crisis Intervention, Affiliated Mental Health Center (ECNU), School of Psychology and Cognitive Science, East China Normal University, Shanghai, China.ORCID 0000-0002-0607-185X
Na LyuXinhua Hospital, Shanghai Jiao Tong University of Medicine, Shanghai, China.ORCID 0000-0002-1224-4366
Zhuang SheShanghai Key Laboratory of Mental Health and Psychological Crisis Intervention, Affiliated Mental Health Center (ECNU), School of Psychology and Cognitive Science, East China Normal University, Shanghai, China.ORCID 0000-0001-8702-837X
XinYue WangCollege of Letters and Science, University of California, Berkeley, CA, United States.ORCID 0000-0001-9422-2955
Xin-An ZhangAntai College of Economics & Management, Shanghai Jiao Tong University, Shanghai, China.ORCID 0000-0002-8576-3618
XiaoYu YuSchool of Management, Shanghai University, Shanghai, China.ORCID 0000-0003-0446-2010
WeiDong JiAffiliated Mental Health Center (ECNU), Shanghai Changning Mental Health Center, Shanghai, China.ORCID 0000-0001-6451-8130
MengSheng WeiSchool of Management, Fudan University, Shanghai, China.ORCID 0000-0001-8274-6815
WeiHui DaiSchool of Management, Fudan University, Shanghai, China.ORCID 0000-0002-9426-5303
Xuesheng QianSchool of Management, Fudan University, Shanghai, China.ORCID 0000-0001-6225-7889
East China Normal University · CNFudan University · CNShanghai Jiao Tong University · CNBerkeley College · USShanghai Changning Mental Health Center · CNShanghai University · CN

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundCOVID-19 has spread worldwide and generated tremendous stress on human beings. Unfortunately, it is often hard for distressed individuals to access mental health services under conditions of restricted movement or even lockdown.

objectiveThe study first aims to develop an online digital intervention package based on a commercially released coloring game. The second aim is to test the effectiveness of difference intervention packages for players to increase subjective well-being (SWB) and reduce anxiety during the pandemic.

methodsAn evidence-based coloring intervention package was developed and uploaded to an online coloring game covering almost 1.5 million players worldwide in January 2021. Players worldwide participated to color either 4 rounds of images characterized by awe, pink, nature, and blue or 4 rounds of irrelevant images. Participants' SWB and anxiety and the perceived effectiveness of the game in reducing anxiety (subjective effectiveness [SE]) were assessed 1 week before the intervention (T1), after the participants completed pictures in each round (T2-T5), and after the intervention (T6). Independent 2-tailed t tests were conducted to examine the general intervention (GI) effect and the intervention effect of each round. Univariate analysis was used to examine whether these outcome variables were influenced by the number of rounds completed.

resultsIn total, 1390 players worldwide responded and completed at least 1 assessment. Overall, the GI group showed a statistical significantly greater increase in SWB than the general control (GC) group (N=164, t162=3.59, Cohen d=0.59, 95% CI 0.36-1.24, P<.001). Compared to the control group, the best effectiveness of the intervention group was seen in the awe round, in which the increase in SWB was significant (N=171, t169=2.51, Cohen d=0.39, 95% CI 0.10-0.82, P=.01), and players who colored all 4 pictures had nearly significant improvements in SWB (N=171, F4,170=2.34, partial ŋ2=0.053, P=.06) and a significant decrease in anxiety (N=171, F4,170=3.39, partial ŋ2=0.075, P=.01).

conclusionsThese data indicate the effectiveness of online psychological interventions, such as coloring games, for mental health in the specific period. They also show the feasibility of applying existing commercial games embedded with scientific psychological interventions that can fill the gap in mental crises and services for a wider group of people during the pandemic. The results would inspire innovations to prevent the psychological problems caused by public emergencies and encourage more games, especially the most popular ones, to take more positive action for the common crises of humankind.

Indexed as

coloring gamecommercially released gameCOVID-19 pandemicgame-based interventiongamificationmental healthonline intervention

Identifiers

PMID35575761
PMCPMC9273045
OpenAlexW4280567658

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.