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ABSTRACT: Objectives
To determine the feasibility and acceptability of 'ACTing Minds', a novel single-player adventure video game based on acceptance and commitment therapy (ACT).Design
A single-arm, mixed-methods repeated measures feasibility study.Setting
Intervention and questionnaires were completed at home by participants. Semistructured interviews were also conducted at home via the Zoom platform.Participants
Thirty-six participants were recruited into the study, 29 completed all phases of the feasibility design. Eligibility criteria required participants to be over the age of 18 and self-reporting experiencing ongoing depression, anxiety or stress.Intervention
Participants completed a single session of the 'ACTing Minds' video game, lasting approximately 1 hour, designed to educate users on key principles from ACT.Primary outcome measures
Participant recruitment and retention, questionnaire completion, long-term intervention adherence and acceptability of the intervention. Reflexive thematic analysis was conducted on semistructured interviews run immediately postintervention and 3 weeks later.Secondary outcome measures
Measures of depression, anxiety, stress, psychological flexibility, social connectedness and well-being were assessed at baseline, immediately following intervention completion, and after a 3-week follow-up period. We used a standardised battery of questionnaires.Primary results
Twenty-nine participants completed the study. A reflexive thematic analysis indicated that participants responded positively to the intervention and the study at all stages. Themes reflect participants' desire for an engaging therapeutic experience, use of game for exploring emotions, as well as their perspectives on how they had applied their learning to the real world.Secondary results
Quantitative results indicated small to large effect sizes associated with decreases in depression (ηp2 = 0.011), anxiety (ηp2 = 0.096) and stress (ηp2 = 0.108), and increases in psychological flexibility (ηp2 = 0.060), social connectedness (ηp2 = 0.021), well-being (ηp2 = 0.011) and participation in usual activities (ηp2 = .307).Conclusions
Implementation of the 'ACTing Minds' intervention is warranted, based on both qualitative and quantitative outcomes.Trial registration number
NCT04566042 ClinicalTrials.gov.
SUBMITTER: Gordon TC
PROVIDER: S-EPMC10982759 | biostudies-literature | 2024 Mar
REPOSITORIES: biostudies-literature
Gordon Tom C TC Kemp Andrew H AH Edwards Darren J DJ
BMJ open 20240329 3
<h4>Objectives</h4>To determine the feasibility and acceptability of 'ACTing Minds', a novel single-player adventure video game based on acceptance and commitment therapy (ACT).<h4>Design</h4>A single-arm, mixed-methods repeated measures feasibility study.<h4>Setting</h4>Intervention and questionnaires were completed at home by participants. Semistructured interviews were also conducted at home via the Zoom platform.<h4>Participants</h4>Thirty-six participants were recruited into the study, 29 c ...[more]