Aniek Wols

8 341 GENERAL DISCUSSION commitments. Additionally, practical and financial implementation hurdles must be addressed, such as ensuring the availability and suitability of laptops for game installation and establishing help desk services to address questions regarding the practical use of the game (Barnes et al., 2023; Wykes & Brown, 2016). However, once these initial requirements are in place, providing games to youth on the waiting lists may ultimately prove to be a cost-effective solution compared to allowing untreated symptoms to persist over an extended period of time. Untreated symptoms can lead to prolonged treatment duration and an increased likelihood of persistent symptoms and chronic courses of mental health conditions (Aalto-Setälä et al., 2002; Copeland et al., 2014; Lewinsohn et al., 2000; D. S. Pine et al., 1999). Therefore, while the upfront investment may be substantial, the long-term benefits in terms of improved mental health outcomes and reduced treatment duration could outweigh these costs. Given the considerable potential of games as standalone applications or freely accessible (commercial) games outside clinical settings, functioning as self-help tools for individuals with mild symptoms, we dedicated Part 3 of this thesis to exploring their implementation. Here, our focus was on the uptake of and engagement with a game promoted as a mental health tool among individuals experiencing mental health symptoms. Our aim was to gain insights into how to customise and tailor the promotion of mental health games, with the goal of maximising their uptake and sustained use. Our findings suggest that youth experiencing mild to severe internalising symptoms are receptive to game-based mental health interventions. A game promoted specifically as a mental health tool emerges as an appealing alternative for them, although an attractive trailer design appeared to be a crucial factor and promotional messages for mental health games should thus convey both the game’s effectiveness as well as its engaging nature. These results support the notion that video games designed for mental health represent a promising approach to reaching individuals with mental health symptoms, including those who may not be inclined to seek professional help. The results are especially promising in light of previous research showing that only a quarter to a third of individuals with mental health symptoms seek regular professional help (Alonso, Angermeyer, & Lépine, 2004; Merikangas et al., 2011) due to barriers related to motivation or the believe that emotions cannot be regulated (Burnette et al., 2020; Lawrence et al., 2017). Therefore, promoting the mental health benefits of video games intended to improve mental health could enhance their effectiveness. It is also essential to consider the use of casual games more generally for improving mental health. There is a growing acknowledgement of the

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