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Mixed-methods feasibility outcomes for a novel ACT-based video game 'ACTing Minds' to support mental health.


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

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Publications

Mixed-methods feasibility outcomes for a novel ACT-based video game 'ACTing Minds' to support mental health.

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]

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