Aniek Wols

6 283 EXPLICIT MESSAGING PROMOTES GAME SELECTION × game choice × anxiety symptoms [F(1, 122) = 0.62, p = .43, η2 p = .01] on affect. Thus, anxiety symptoms did not influence the change in affect after gameplay. Stress Symptoms Finally, elevated stress symptoms did not influence the odds of selecting the mental health or the entertainment trailer directly [X2 (1, n = 129) = 2.07, p = .15], nor in interaction with trailer design [X2 (1, n = 129) = 3.25, p = .07]. Therefore, it appears participants with elevated stress symptoms were no more likely to select the mental health trailer than participants without elevated stress symptoms (58.9% and 60.7%, respectively). Furthermore, no significant direct or interaction effects of stress symptoms were found on gameplay duration, intrinsic motivation, autonomy, competence, perceived attractiveness, fun, or affect before and after gameplay. Moreover, there was no interaction of time × stress symptoms [F(1, 122) < 0.01, p = .96, η2 p < .01] nor a three-way interaction of time × game choice × stress symptoms [F(1, 122) = 0.28, p = .60, η2 p < .01] for affect. Thus, participants with elevated stress symptoms did not react differently to the game than participants without elevated stress symptoms. Affect As previous analyses showed that affect only improves in participants with severe symptoms and participants with elevated depressive symptoms, but not in other participants, we examined if severe depressive symptoms are driving the effect. Therefore, we performed RM-ANOVAs for change in affect using only severe symptoms within each type of mental health symptoms as a predictor. These analyses showed that only those with severe depressive symptoms increased in affect [F(1, 122) = 5.65, p < .05, η2 p = .04], in contrast to those with severe anxiety [F(1, 122) = 0.82, p = .37, η2 p = .01] or severe stress symptoms [F(1, 122) = 0.06, p = .82, η2 p< .01]. This significant interaction is also reflected by the fact that participants with severe depressive symptoms only scored lower than participants without severe depressive symptoms before gameplay [Msevere = 3.30, SEsevere = 0.18; Mnon-severe = 3.76, SEnon-severe = 0.07; F(1, 122) = 5.62, p < .05, η2 p = .04] and not after gameplay [Msevere = 3.86, SEsevere = 0.17; Mnon-severe = 3.87, SEnon-severe = 0.06; F(1, 122) < 0.01, p = .96, η2 p < .01).

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