A novel ACT-based video game to support mental health through embedded learning: A mixed-methods feasibility study protocol
Introduction: In recent years, serious video games have been utilised to promote emotional regulation in individuals with mental health issues. Though these therapeutic strategies are innovative, they are limited in the scope of treatment, often focusing on specific cognitive skills, to help remediate a specific mental health disorder. Objective: Here, a protocol is proposed, which assesses the feasibility of a novel ACT-based video game for young adults. Methods and analysis: The MRC framework will be utilised for developing a complex intervention, to design and test the feasibility of an ACT-based video game intervention using a mixed-methods approach involving qualitative and quantitative data. The primary outcomes will include feasibility testing of recruitment processes and the acceptability of the intervention through qualitative interviews, attendance, and rates of attrition. Secondary outcomes will involve a series of quantitative questionnaires to obtain effect sizes for power analysis, allowing for the ideal sample size for a full randomized controlled trial to be determined. Ethics and Dissemination: This study has received approval from the College of Human and Health Sciences at Swansea University in the United Kingdom. Dissemination activities will involve publications in peer reviewed journals, presentations at local and national conferences, and promotion through social media.