Aniek Wols

240 Chapter 5 bias modification; Bar‐Haim, 2010; Bar‐Haim et al., 2011) and other objects (e.g., unlock hiding spaces and turn on ceiling lights, which both prevent that fear events will attack the player). For more information, see previous studies on MindLight (Schoneveld et al., 2018; Schoneveld et al., 2016; Wijnhoven et al., 2015; Wijnhoven et al., 2020; Wols et al., 2018). Half of the participants (n = 29) viewed a teaser trailer in which MindLight was promoted as a mental health game (MH-condition; https://osf.io/zdqs5/), emphasizing the beneficial effects of the game on players’ emotion regulation and stress reduction. The other half of the participants (n = 28) viewed a teaser trailer in which MindLight was promoted as a regular entertainment game (ENTcondition; https://osf.io/jf4ab/). Although the trailers differed in their specific message, both trailers included the same video footage and background music, and lasted for 1 minute and 11 seconds. Materials Experienced Fun Participants answered ‘How much did you like playing MindLight?’ on a 10point scale. Affect and Arousal Participants indicated on two manikin based scales (ranging from 1 to 5) how they felt at that moment (Self-Assessment Manikin; SAM) (Bradley & Lang, 1994). Each manikin is a graphical depiction of various points along the affect/ arousal dimension. For affect, the SAM ranged from an unhappy and frowning manikin (1) to a happy and smiling manikin (5). For arousal, the SAM ranged from a sleepy and relaxed manikin (1) to a wide-eyed and excited manikin (5). In-game Play Behaviours While playing MindLight, on-screen output was recorded using the Open Broadcast Software (https://obsproject.com). In-game play behaviours were coded in Noldus (Noldus Information Technology, 2013) following an adapted version of the MindLight Coding System based on Wols et al. (2018) (see preregistration). Reliability was maintained above 75% agreement and .65 kappa using a frequency/sequence-based analysis, and above 80% agreement using a duration/sequence-based analysis. The in-game play behaviours can be divided into engaged behaviours that support players’ practice of relaxation, exposure, and modifying attention biases, and avoidant/safety behaviours that interfere with the intervention goals of MindLight and reduce opportunities to

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