Aniek Wols

2 131 REVIEW OF APPLIED & CASUAL GAMES FOR MENTAL HEALTH Paper Country Target group N % male Age, mean (SD) Age range Intervention arms Intervention characteristics Assessments Variables measured Findings relevant for current review Poppelaars, Lichtwarck-Aschoff et al. 2018**** The Netherlands Undergraduate students 146*d 28.7 20.21 (1.74) 17-26 years 1. Playing a cooperative commercial video game (i.e., WAY) in pairs following an entertainment-focused introduction message (casual game). 2. Playing WAY in pairs following a mental health-focused introduction message (active condition). 1-2. Participants finished the game in approximately 40 minutes. Pre and post. Mood, arousal, positive and negative affect; intrinsic motivation, psychological need satisfaction, depressive symptoms (moderator). Participants experienced more positive mood and positive affect after gameplay, regardless of condition. No changes in negative affect and arousal were found. Russell & Newton, 2008**** USA College students 168 46.4 21.51 (5.31) 18-58 1. Regular bicycle ergometer exercise at moderate intensity (active condition). 2. Interactive video game bicycle ergometer exercise at moderate intensity (casual game). 3. Video game-only control condition, without exercise (casual game). 1-3. Thirty minutes Pre, post and 10minute FU. Positive and negative affect, concentration, social desirability/ defensiveness, actual and perceived exertion, heartrate. Participants in either exercise condition had higher positive mood at 10-minutes post activity compared to the video game-only control participants. In addition, participants in the video game-only group had higher post-activity negative affect than either exercise group.

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