Aniek Wols

309 7 MOTIVATIONAL FACTORS IN A MENTAL HEALTH GAME from 1 (strongly disagree) to 5 (strongly agree). Only participants that indicated to have at least mildly elevated mental health symptoms filled out the URICA. Participants were instructed that when the statement referred to “their problem” they should answer in terms of the behaviours, feelings or situations they had identified in the previous questionnaire (i.e., the DASS-21). An average score for each subscale was calculated. Emotion mindset The Theory of Emotions Scale (Tamir et al., 2007) was used during screening (pre-test) and after gameplay (post-test) to assess implicit theories of emotions. The questionnaire was translated into Dutch using a forward-backward method; two researchers translated the questionnaire into Dutch and a third researcher translated it back. Any discrepancies were resolved through discussion. The scale consists of two items measuring the incremental dimension (e.g., “If they want to, people can change the emotions that they have”) and two items measuring the entity dimension (e.g., “The truth is, people have very little control over their emotions”). Participants indicated to what extent they agreed with the statements on a 5-point Likert scale, ranging from 1 (strongly disagree) to 5 (strongly agree). The two entity items were reverse-scored and a mean score across all items was calculated (αpre-test = .72 and αpost-test = .79), such that higher scores indicated a growth mindset (i.e., believing that emotions are malleable). Stress mindset The Stress Mindset Measure-General (SSM-G; Crum et al., 2013) was used during screening (pre-test) and after gameplay (post-test) to assess beliefs about the enhancing and debilitating nature of stress. We translated the questionnaire into Dutch using a forward-backward method. The scale consists of four items measuring negative beliefs about stress (e.g., “Experiencing stress depletes my health and vitality”) and four items measuring positive beliefs about stress (e.g., “Experiencing stress facilitates my learning and growth”). Participants indicated on a 5-point Likert scale to what extent they agreed with the statements, ranging from 0 (strongly disagree) to 4 (strongly agree). The four negative items were reversed and a mean score across all items was calculated (αpre-test = .78 and αpost-test = .84), such that higher scores indicated a stress-is-enhancing mindset. Game choice The variable game choice represents participants’ choice with regard to the promotional messaging (i.e., mental health or entertainment) regardless of the specific trailer (i.e., detailed or abstract) that incorporated that message.

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