Aniek Wols

8 339 GENERAL DISCUSSION its solvable yet challenging puzzles) presumably contributed to the observed change. Previous research has demonstrated that perceiving stressful situations as challenges, where personal resources are perceived to outweigh situational demands, correlates with improved stress reactivity, more adaptive responses to stressful situations, and better academic performance, compared to situations perceived as threats, where situational demands exceed personal resources (Jamieson et al., 2010; Jamieson, Mendes, et al., 2013; Jamieson, Nock, et al., 2013; D. S. Yeager et al., 2016). The specific messages conveyed in our promotional trailer, paired with Monument Valley’s ability to portray stress as a manageable challenge, likely facilitated a shift in viewing stress as more controllable and less debilitating. Considering the positive impacts of a stressis-enhancing mindset and challenge-based appraisals of stressful situations (Crum et al., 2013; Jamieson, Mendes, et al., 2013; Keller et al., 2012; D. Park et al., 2018), game designers should be mindful of how stress-inducing scenarios are incorporated in the game. It is essential that games offer challenges without becoming excessively difficult, and attention should be given to how the game is promoted and how difficult situations within the game are communicated to players. This approach may optimise the potential for fostering positive stress mindsets among players. IMPLICATIONS FOR IMPLEMENTATION The research presented in this thesis also yields several implications and recommendations for implementation. Drawing on our findings in Chapters 3 to 5, along with our prior work (Schoneveld et al., 2018; Schoneveld et al., 2016), MindLight has demonstrated efficacy as a digital intervention suitable for implementation as an indicated prevention program (e.g., in school settings). It has shown effectiveness in reducing anxiety symptoms, internalising and externalising problems, and improving self-efficacy. Notably, the game’s strength regarding implementation lies in the fact that supervision during game sessions can be undertaken by non-expert staff, reducing the need for clinicians or teachers and enhancing the cost-effectiveness of MindLight in comparison to other indicated prevention programs, which often rely on expert-led models of delivery in order to be effective (D. Richards & Richardson, 2012; Scholten & Granic, 2019). Furthermore, our research indicates that the game’s effectiveness is not contingent on the severity of presented anxiety problems, the level of youth’s self-efficacy, or maternal mental health. Additionally, factors such as symptom severity, expectations for improvement,

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