Aniek Wols

313 7 MOTIVATIONAL FACTORS IN A MENTAL HEALTH GAME Table 2 Means and standard deviations of the study variables per game choice Game choice Variable Mental healtha (SD) Entertainmentb (SD) t df p Depressive symptoms 6.19 (3.94) 5.75 (3.92) -0.63 127 .53 Anxiety symptoms 5.43 (3.88) 4.65 (2.54) -1.37 126.92 .17 Stress symptoms 8.34 (3.96) 8.10 (3.71) -0.35 127 .73 Motivation to change Precontemplation 2.20 (0.60) 2.21 (0.56) 0.44 127 .97 Contemplation 3.63 (0.56) 3.49 (0.61) -1.33 127 .19 Action 3.19 (0.73) 3.24 (0.65) 0.39 127 .70 Maintenance 3.09 (0.69) 3.00 (0.75) -0.69 127 .49 Emotion mindset Pre-test 3.19 (0.75) 3.24 (0.80) 0.34 127 .73 Post-test 3.17 (0.73) 3.15 (0.86) -0.08 127 .93 Stress mindset Pre-test 1.54 (0.56) 1.57 (0.63) 0.25 127 .80 Post-test 1.68 (0.61) 1.45 (0.67) -1.94 127 .06 Gameplay duration 28.74 (8.87) 28.10 (8.90) -0.41 126 .69 Note. a n = 77. b n = 52. Finally, Table 3 presents Pearson correlations between all study variables. Emotion mindset at pre-test and emotion mindset at post-test were strongly positively associated, as were stress mindset at pre- and post-test. Moderate to large positive associations were found between depressive symptoms, anxiety symptoms, and stress symptoms. Regarding motivation to change, moderate to large negative associations were found between precontemplation and the other three subscales. In addition, contemplation, action, and maintenance were strongly positively associated with one another. Depressive symptoms were moderately positively associated with contemplation and maintenance. Stress symptoms were weakly negatively associated with emotion mindset at pre-test and weakly positively associated with contemplation. Finally, emotion mindset at pre-test was weakly negatively associated with maintenance.

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