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Dataset Information

A Casual Video Game With Psychological Well-being Concepts for Young Adolescents: Protocol for an Acceptability and Feasibility Study.


ABSTRACT:

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-old students in a New Zealand secondary school; (2) to identify the feasibility of the research process; and (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 do

SUBMITTER: Pine R 

PROVIDER: S-EPMC8391754 | biostudies-literature | 2021 Aug

REPOSITORIES: biostudies-literature