Aniek Wols

6 275 EXPLICIT MESSAGING PROMOTES GAME SELECTION health symptoms. First, in logistic regressions game choice was predicted using trailer design, symptoms and the interaction between symptoms and trailer design. Next, one-way ANOVAs were used to relate symptoms and the interaction between symptoms and game choice to gameplay duration, intrinsic motivation, autonomy, competence, and affect before and after gameplay. Again, RM-ANOVAs were used for attractiveness, fun and affect. Thus, the analyses were repeated comparing those with and without severe symptoms, those with or without elevated depressive symptoms, those with or without elevated anxiety symptoms and those with or without elevated stress symptoms. For all significant interaction effects post hoc analyses were performed with a Bonferroni correction. RESULTS Descriptive Statistics The descriptive statistics for the entire sample and per condition are provided in Table 2. Randomisation was successful as there were no differences between conditions on age, gender, birth country, general video game liking, weekly hours of video gameplay, depressive symptoms, anxiety symptoms, stress symptoms or severe symptoms. Participants played Monument Valley for a mean of 28.48 min (SD = 8.85), with a range of 12.77–40.38 min. Moreover, we tested if the mental health message was clear in both trailer designs. Of the whole sample 88.4% indicated that they noticed that one of the trailers contained a mental health message and 82.2% was able to correctly identify this trailer. There was no difference between conditions in correctly identifying the trailer containing the mental health message (Table 2). Furthermore, there was no difference in awareness of the mental health message between those who decided to play the mental health game versus those who decided to play the entertainment game (81.8% vs. 82.7% correctly identified the mental health trailer, respectively; X2 (1, n = 129) = 0.02, p = .90).

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