A Casual Video Game with Psychological Well-Being Concepts for Young Adolescents: Protocol for an Acceptability and Feasibility Study (Preprint)
BACKGROUND Many face-to-face and digital therapeutic supports are designed for adolescents experiencing high levels of psychological distress. However, promoting psychological well-being among adolescents is often neglected despite significant short-term and long-term benefits. OBJECTIVE This research has 3 main objectives: (1) to assess the acceptability of Match Emoji, a casual video game with psychological well-being concepts among 13-15-year-olds in a New Zealand secondary school (2) to identify the feasibility of the research process (3) to explore the preliminary well-being and therapeutic potential of Match Emoji. METHODS Approximately 40 participants aged 13–15-years from a local secondary college in Wellington, New Zealand will be invited to download and play Match Emoji 3-4 times a week for 5-15 minutes over a 2-week period. Participants will complete 4 assessments at baseline, post intervention and 3 weeks later to assess psychological well-being and therapeutic changes. Statistical analysis will be used to synthesize data from interviews and triangulated with assessment changes and game analytics. This synthesis will help to assess the acceptability and feasibility of the Match Emoji. RESULTS The key outputs from the project will include the acceptability, feasibility, and therapeutic potential of Match Emoji. CONCLUSIONS Data from the study is expected to inform future research on Match Emoji including a randomized control trial and further adjustments to the design and development of the game. CLINICALTRIAL This study received ethics approval from the New Zealand Health and Disability Ethics Committee (21/NTA/34) on the 28th of May 2021