Aniek Wols

274 Chapter 6 the study’s manipulation using one game rather than two games; (2) awareness of the study’s aim to relate the mental health message in one of the trailers to game choice and (3) awareness of the study’s aim to relate players mental health symptoms to game choice. Participants who were aware of at least one, were excluded from the analyses (n = 26). Trailer Message Awareness After the manipulation check, participants answered two last questions to identify if they had noticed the mental health message. The first question was ‘Did you notice that the message of one of the two trailers was primarily focused on game enjoyment, while the other trailer contained the message that it could help people who feel stressed or have some mental health difficulties?’ (Yes or No). Finally, participants selected a screenshot from one of the trailers to answer the question ‘Which of the two trailers do you believe contained the message that this video game can help people who feel stressed or have some mental health difficulties?’. Statistical Analyses All analyses were done in version 25 of SPSS (IBM Corp, 2017). First, randomisation was checked by comparing the two conditions on several descriptive variables, mental health symptoms and awareness of messaging using t-tests and Chi-square. Additionally, a Chi-square test was used to compare the selection of the trailer designs and dependent t-tests were used to test if perceived attractiveness and perceived fun differed per trailer design. Also, t-tests were done to test if the trailer design of the chosen game was related to gameplay duration, intrinsic motivation, autonomy, competence, affect. Additionally, a Repeated Measures ANOVA (RM-ANOVA) was used to relate changes in affect to the trailer design of the chosen game. Turning to the main research aim, a logistic regression was performed predicting game choice using trailer design as a predictor to understand how the effects of trailer design and trailer message interact. Furthermore, t-tests were used to test if game choice was related to gameplay duration, intrinsic motivation, autonomy, competence, and affect before and after gameplay. Moreover, for perceived attractiveness and fun RM-ANOVAs were used to compare the scores for the mental health and the entertainment trailer provided by each participant. Another RM-ANOVA was used to relate changes in affect to game choice. Finally, these analyses were repeated to address the second research aim to distinguish effects of mental health symptom severity and type of mental

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