Aniek Wols

16 Chapter 1 VIDEO GAMES AS AN ALTERNATIVE TO CONVENTIONAL PREVENTION PROGRAMS Video games have shown promise in serving as a potential alternative approach, and present a potential solution to tackle the aforementioned limitations (Granic et al., 2014; Kazdin, 2015). Video games offer various advantages when compared to traditional mental health interventions, including prevention programs for anxiety and depression. First, reflected in their ubiquitous use among youth, video games provide a non-threatening and non-stigmatising medium for youth to engage with mental health interventions (Lenhart et al., 2008; McFarlane et al., 2002; McGonigal, 2011; NPD Group, 2011). This can help reduce the perceived stigma associated with seeking help or participating in traditional forms of interventions (Granic et al., 2014). Additionally, the interactive and immersive nature of games is appealing and can enhance engagement and motivation, making it more likely that youth will actively (continue to) participate in the intervention (Fleming et al., 2017; Granic et al., 2014; Kazdin, 2015). Secondly, games allow youth to engage in simulated (emotion eliciting) scenarios: through gameplay youth can practice newly learned skills or strategies repeatedly in a safe and controlled environment, promoting learning and skill transfer to real-life situations (Buday, 2015; Fleming et al., 2017; Granic et al., 2014). Furthermore, games can be designed to be adaptable and personalised, allowing for individualised learning experiences based on users’ needs, preferences, and skills levels. This customisation can enhance the relevance and effectiveness of the intervention (Bakkes et al., 2012; Bakkes et al., 2014; Barnes & Prescott, 2018). Another benefit of video games is that they can easily be distributed and used on various ubiquitous devices such as smartphones, tablets and gaming consoles, making them accessible to a larger population including individuals in remote or underserved areas (Entertainment Software Association, 2017; Fleming et al., 2023; Granic et al., 2014). This potential for scalability offers a cost-effective alternative to traditional approaches, such as in-person therapy or training sessions. Once developed, games can be distributed with relatively low cost and effort (Eichenberg & Schott, 2017; Granic et al., 2014; Kazdin, 2015; Lau et al., 2017). In summary, video games could potentially overcome the shortcomings of conventional programs, improving appeal, reach, uptake and accessibility, and ultimately effectiveness.

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