Aniek Wols

6 293 EXPLICIT MESSAGING PROMOTES GAME SELECTION believes concerning the value of video games and their beliefs about mental health disorders. For example, someone who considers video games violent and a waste of time may be much less likely to find a mental health game credible than someone who believes video games can be educational and foster social connections. Similarly, the stigma that one experiences surrounding mental health or the extent to which one believes mental disorders cannot effectively be treated can limit the effectiveness of mental health messages. Thus, future research may examine which individual factors influence the choice between explicit and stealth messaging. Finally, future research will need to study the effects of messaging on game effectiveness. Naturally, games that are not played cannot be effective. However, while maintaining the attractiveness of the game, the promotion may also aim to enhance effectiveness. Intrinsic motivation for playing a game may enhance its effectiveness. Furthermore, explicit mental health messaging promising health benefits may enhance the effectiveness of therapeutic games through the positive expectations of the player (Enck et al., 2013). Conclusion Therapeutic games, other serious games (e.g., educational games) and other self-administered interventions will have the biggest impact if they are widely available and can motivate people to seek out and stay engaged in these interventions. Thus, it is critical to consider how messaging in the promotion of therapeutic games can attract youth and support an immersive game experience. The current study indicates that once effective therapeutic games targeting youth outside of a clinical setting are developed, these games may indeed be attractive to youth, especially when promoted in an engaging trailer that includes an explicit mental health message. This study has several implications for the design of games that target a wide range of mental health issues and the messaging used in these games. First, as youth with the most severe symptoms in our study were found to have a better game experience in terms of autonomy, competence, and affect, special attention needs to be paid to youth with mild to moderate symptoms. When designing therapeutic games for youth with mild to moderate symptoms, supporting autonomy and competence either in game design or in promotional messaging is especially important, given that these factors predict a more positive game experience (Ryan et al., 2006). Second, designers of therapeutic games may search for ways to improve mood for youth without severe depressive symptoms to enhance engagement. This is especially important if the game’s effectiveness relies partially on short-term increases in mood.

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