Aniek Wols

315 7 MOTIVATIONAL FACTORS IN A MENTAL HEALTH GAME two linear regression analyses were performed. One analysis included the motivation to change subscales as centred independent variables and the other analysis included emotion and stress mindsets at pre-test as centred independent variables. In addition, both analyses included game choice and the interaction terms between the centred independent variables and game choice as predictors. Experimental condition was included as a control variable in both analyses. Statistical assumptions were tested and met. Motivation to change, emotion mindset, and stress mindset had no direct effect on gameplay duration. Contrary to expectations, the interactions between game choice and the motivation to change subscales, emotion mindset, or stress mindset also did not have a significant effect on gameplay duration (see Tables 6 and 7). Table 4 Results from a binary logistic regression predicting game choice from motivation to change subscales Predictor B SE B Wald’s χ2 df p eB (odds ratio) Constant -2.33 2.22 1.10 1 .29 0.10 Experimental conditiona 1.78 0.41 18.46 1 < .001 5.92 Precontemplation 0.01 0.42 0.00 1 .99 1.01 Contemplation 0.66 0.47 1.91 1 .17 1.93 Action -0.19 0.38 0.26 1 .61 0.82 Maintenance 0.05 0.39 0.02 1 .89 1.06 Test χ2 df p Omnibus test of model coefficients 24.30 5 < .001 Goodness-of-fit test Hosmer & Lemeshow 4.75 8 .78 Notes. Dependent variable ‘game choice’ was coded as 0 = entertainment, 1 = mental health. -2 Log likelihood = 149.65. Cox and Snell R2 = .17. Nagelkerke R2 = .23. When gender was included as a control variable, similar results were found and gender was not a significant predictor. a coded as 0 = detailed trailer with mental health messaging, 1 = abstract trailer with mental health messaging.

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