Evidence map›Paper›PMID 38725223›Full record

ArticleJMIR serious games2024

Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study.

Eva De Jaegere, Kees van Heeringen, Peter Emmery, Gijs Mommerency, Gwendolyn Portzky

Abstract read
In one paragraph

Article in JMIR serious games, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.

0numbers the graph read from it
0cells of the map it votes in
2citing papers in PubMed
–field-weighted citation impact
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

2 citing papers in PubMed.

  1. Review
  2. Review
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

Eva De JaegereDepartment of Head and Skin, Faculty of Medicine and Health Sciences, Ghent University, Ghent, Belgium.ORCID http://orcid.org/0000-0001-6111-5352
Kees van HeeringenDepartment of Head and Skin, Faculty of Medicine and Health Sciences, Ghent University, Ghent, Belgium.ORCID http://orcid.org/0000-0001-5801-194X
Peter EmmeryUniversity Psychiatric Centre KU Leuven, KU Leuven, Leuven, Belgium.ORCID http://orcid.org/0009-0003-6985-3837
Gijs MommerencyDepartment of Child and Adolescent Psychiatry, Ghent University Hospital, Ghent, Belgium.ORCID http://orcid.org/0009-0003-0542-921X
Gwendolyn PortzkyDepartment of Head and Skin, Faculty of Medicine and Health Sciences, Ghent University, Ghent, Belgium.ORCID http://orcid.org/0000-0003-1435-286X

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: 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. Objective: This study aimed to assess the feasibility of the prototype of a serious game called "Silver." Methods: 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. Results: 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%). Conclusions: 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.

Indexed as

adolescentadolescent mental healthcognitive distortioncognitive psychologycognitive vulnerabilitydigital healthe-healtheHealthpreventionprototypeserious games

Identifiers

PMID38725223
PMCPMC11097755

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Registered trials

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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.