Aniek Wols

CONTENTS Chapter 1 General introduction 9 Chapter 2 Effectiveness of applied and casual games for young people’s mental health: A systematic review of randomised controlled trials 29 Chapter 3 In-game play behaviours during an applied video game for anxiety prevention predict successful intervention outcomes 171 Chapter 4 Mental health outcomes of an applied game for children with elevated anxiety symptoms: A randomised controlled noninferiority trial 197 Chapter 5 The effect of expectations on experiences and engagement with an applied game for mental health 233 Chapter 6 Explicit mental health messaging promotes serious video game selection in youth with elevated mental health symptoms 259 Chapter 7 The role of motivation to change and mindsets in a game promoted for mental health 297 Chapter 8 General discussion 325 Appendices 345 References 346 Dutch summary (Nederlandse samenvatting) 404 Research data management statement 410 Acknowledgements (Dankwoord) 414 Publication list 420 About the author 422

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