317 7 MOTIVATIONAL FACTORS IN A MENTAL HEALTH GAME .40, η2 p= .01. Thus, regardless of participants’ game choice, emotion mindset remained the same from pre- to post-test (see Table 2 for means)2. For stress mindset, no overall change from pre- to post-test was found, F(1, 126) = .372, p = .54, η2 p < .01. However, there was a significant interaction effect between game choice and the change in stress mindset3, F(1, 126) = 7.86, p = .006, η2 p = .06. For participants who chose the mental health trailer, stress mindset significantly increased from 1.54 to 1.68, t(76) = -2.15, p = .04, indicating that participants became slightly less convinced about the debilitating nature of stress, becoming more neutral. For participants who chose the entertainment trailer, stress mindset did not change (Mpre-test = 1.57, Mpost-test = 1.45; t(51) = 1.65, p = .11). Table 6 Results from a linear regression predicting gameplay duration from motivation to change subscales Unstandardized estimate Standardized estimate Predictor B (SE) Β Constant 29.72*** (1.87) Experimental conditiona - 2.30 (1.83) - 0.13 Game choice - 0.27 (1.81) - 0.02 Precontemplation - 6.08† (3.17) - 0.40 Contemplation - 2.24 (3.03) - 0.15 Action - 2.60 (2.38) - 0.20 Maintenance 0.78 (2.26) 0.06 Precontemplation * Game choice 7.15† (3.76) 0.37 Contemplation * Game choice 3.39 (3.93) 0.17 Action * Game choice 3.54 (3.14) 0.22 Maintenance * Game choice - 1.83 (3.17) - 0.11 Model statistics F 0.63 Error df 117 R2 .05 Notes. 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. *** p < .001, † p < .10. 2 Similar results were found when gender was included as a covariate. 3 Similar results were found when gender was included as a covariate.
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