Aniek Wols

272 Chapter 6 Affect The Self-Assessment Manikin (SAM; Bradley & Lang, 1994) for affect was used to asses current affect before and after gameplay. Participants were asked to indicate, on a 5-point manikin based scale, the manikin that reflected how they felt at that moment and were given a list of adjectives to indicate the extreme negative (e.g., unhappy, annoyed, bored = 1) and extreme positive (e.g., happy, satisfied, hopeful = 5) points of the scale. Each manikin was a simple line drawing of a person with an emotional facial expression, with the neutral facial expression in the middle of the scale (a score of 3). Game Choice and Trailer Preference After viewing the trailers, participants chose one of the games, referred to as game A and game B and accompanied by screenshots to ensure that participants could correctly identify each game. Although all participants played Monument Valley, the analyses were done from the perspective of the participant and focus on their choice for a game promoted with mental health or entertainment messaging. Directly after game selection, participants rated both games based on the trailers on attractiveness and fun using two separate 10-point scales (1–10), with higher scores indicating more perceived attractiveness and perceived fun, respectively. Gameplay Duration Gameplay duration was measured using two methods. First, the online questionnaire page that was open while participants played Monument Valley contained an invisible timer. Second, the game tablets were equipped with the program Funamo Parental Control (Funamo; Funamo Inc., 2016), which recorded how long Monument Valley was open for each participant. Both measures were used to create a gameplay duration measure, as some participants did not close the game when they continued with the questionnaire (resulting in an incorrect gameplay duration in Funamo) and others continued to the next page in the questionnaire before finishing gameplay (resulting in an incorrect gameplay duration on the questionnaire timer). As Funamo directly records how long the game is opened it was the preferred measure. For participants who had an incorrect gameplay duration in Funamo (n = 9), we used the gameplay duration from the questionnaire corrected for the average time it took to open and close the game as well as to read the instruction on the questionnaire page. For one participant, no gameplay duration could be calculated as both the Funamo and questionnaire measures were incorrect.

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