8 335 GENERAL DISCUSSION background merit attention. Although the studies in this dissertation did not explicitly address these effects, acknowledging their potential influence is paramount. Gender, for instance, introduces distinct motivational aspects, preferences and play behaviours between males and females (Phan et al., 2012; Romrell, 2014; Veltri et al., 2014). To gain a comprehensive understanding, future research should strive for including men and women equally and investigate the associations with gender more explicitly. Furthermore, cultural backgrounds and values can significantly shape attitudes towards certain types of games (Ando et al., 2019; Colwell & Kato, 2005), motivation to play (Kitami et al., 2011), expected outcomes and usage patterns (Wohn & Lee, 2013), play behaviours (Bialas et al., 2014), overall gaming experiences (Brückner, 2020; Brückner et al., 2019), but also differences in perception of mental health (problems) and openness to ask for help (Cauce et al., 2002; Guo et al., 2015; Masuda et al., 2009; Mojaverian et al., 2013; Sheikh & Furnham, 2000). It is imperative for future research to intentionally target diverse youth groups, shedding light on the implications of these cultural factors. Beyond demographic differences, other predictors of efficacy and uptake should also be considered. For instance, examining how the perceived personal relevance of a mental health game and individuals’ beliefs and experiences with applied games influence game choices and effectiveness might be a promising avenue for future research (Buday, 2015; Enck et al., 2013; M. B. Oliver & Krakowiak, 2009). It is also crucial to consider that, although 3 in 5 participants chose and played the game promoted as a mental health game, a significant portion did not. As participants explained during our study, various reasons may exist: some individuals might be more inclined to play a mental health game during times of actually experiencing negative emotions. Moreover, perceptions of a mental health game can differ; some may anticipate confronting stress or negative emotions, while others may expect the game to be less stressful than a regular entertainment game, influencing their choice. Additionally, experiencing elevated mental health symptoms might not automatically translate into perceiving (any) mental health game as personally relevant, either in the moment or at all. Future research should thus explore the reasons for (not) selecting the mental health game, possibly through qualitative interviews to uncover nuanced explanations. This exploration could provide valuable insights for devising strategies to attract an even broader audience of young adults to mental health games. A final notable limitation of the studies presented in Chapters 5, 6, and 7 is the use of a single game play session. It is plausible that the effects of expectations and motivation to change might manifest more distinctly over
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