Aniek Wols

318 Chapter 7 Table 7 Results from a linear regression predicting gameplay duration from emotion and stress mindsets Unstandardized estimate Standardized estimate Predictor B (SE) Β Constant 29.50*** (1.79) Experimental conditiona - 1.95 (1.76) - 0.11 Game choice - 0.14 (1.76) - 0.01 Emotion mindset pre-test - 0.12 (1.58) - 0.01 Stress mindset pre-test 1.43 (2.00) 0.10 Emotion mindset pre-test * Game choice 1.19 (2.10) 0.08 Stress mindset pre-test * Game choice - 4.33 (2.71) - 0.21 Model statistics F 0.86 Error df .121 R2 .04 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. DISCUSSION The present study examined how motivational factors influenced young adults’ choice for, and engagement with, a game promoted as a mental health game. Contrary to what was expected, motivation to change, emotion mindset and stress mindset did not predict participants’ willingness to choose a game promoted as a mental health game over a game promoted as an entertainment game. Additionally, when individuals with more motivation to change, a growth emotion mindset, or a stress-is-enhancing mindset did choose the game promoted as a mental health game, they did not play the game for a longer period of time. The secondary aim of the study was to examine whether participants’ game choice led to changes in their emotion and stress mindsets. Regardless of participants’ game choice, emotion mindset did not change. Interestingly, however, participants who chose the mental health trailer reported a change in their stress mindset after gameplay, showing a decline in their belief that the effects of stress are debilitating. No change in stress mindset was found for participants choosing the entertainment trailer.

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