Aniek Wols

4 203 MENTAL HEALTH OUTCOMES OF APPLIED GAME MINDLIGHT The current study is the second study out of a non-inferiority RCT comparing MindLight and CBT (Schoneveld et al., 2018) and describes its secondary outcome results. The first aim of the present study was to report the effect of MindLight on mental health outcomes of children with elevated levels of anxiety symptoms. Specifically, changes in internalising problems, externalising problems, and self-efficacy were investigated. Based on previous research, we hypothesised that MindLight and CBT would be equally effective in decreasing internalising and externalising problems, and in increasing selfefficacy. The second aim was to assess possible predictors of MindLight and CBT anxiety outcome: baseline anxiety symptoms, maternal mental health problems, and self-efficacy. We hypothesised that baseline anxiety would, and maternal mental health problems would not predict changes in anxiety symptoms. We tentatively hypothesised that higher baseline levels of selfefficacy would predict a larger decrease in anxiety symptoms. METHODS Participants A total of 174 children were randomly assigned to MindLight (n = 86) or CBT (n = 88; see Figure 1 for a flowchart of participants throughout the trial). The target total sample size was 135 children. Details about the sample size calculation can be found in Schoneveld et al. (2018). At pre-test, children ranged from 7 to 12 years old (M = 9.97, SD = 1.16) and 59.2% were girls. Mothers were between 28 and 49 years old (M = 41.13, SD = 3.67) at pre-test, the majority being Dutch (87.9%). No differences were found between the MindLight and the CBT group on pre-test anxiety symptoms, age, sex, and weekly game time (i.e., number of hours spent playing video games per week; see Schoneveld et al., 2018).

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