Aniek Wols

2 139 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 Egan et al. 2021 USA (online study) Sexual and/or gender minority youth 240 36.7p 15.77 (1.11) 14-18 years 1. ‘Singularities’, web-accessible computer role-playing game (applied game), including a list of resources. 2. Control group receiving only a list of resources (active condition). 1. Participants received instructions for downloading and installing the game, and could (re)play the game at their own convenience for as long as they wished. Pre, after 4 and 8 weeks. Several feasibility assessments and benchmarks for success, help-seeking intentions, help-seeking self-efficacy, help-seeking behaviours, coping skill use (problem solving and passive avoidant coping), coping flexibility (evaluation and adaptive coping), knowledge and use of web-based resources, bullying victimisation, loneliness, anxiety, depressive symptoms, suicidality (ideation, plan, attempt), substance use, internalised gender minority and sexual stigma; game play data, several measures focussing on implementation procedure, game demand, game acceptability; game play intensity; control variables). The intervention was feasible and acceptable. Intervention participants showed larger reductions in binge drinking frequency, marijuana use frequency and cyberbullying victimisation, and increased knowledge and use of online resources, compared to the control group.

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