Mixed-methods feasibility outcomes for a novel ACT-based video game 'ACTing Minds' to support mental health.
case_series · Level IV
Where this comes from
- Record sourced from PubMed, PMID 38553053.
- Also identified by DOI 10.1136/bmjopen-2023-080972 and PMC identifier 10982759.
- Licence recorded as CC BY.
- The licence permits redistribution, so the abstract is shown in full and the full text is available from the publisher.
Abstract
To determine the feasibility and acceptability of 'ACTing Minds', a novel single-player adventure video game based on acceptance and commitment therapy (ACT). A single-arm, mixed-methods repeated measures feasibility study. Intervention and questionnaires were completed at home by participants. Semistructured interviews were also conducted at home via the Zoom platform. Thirty-six participants were recruited into the study, 29 completed all phases of the feasibility design. Eligibility criteria required participants to be over the age of 18 and self-reporting experiencing ongoing depression, anxiety or stress. Participants completed a single session of the 'ACTing Minds' video game, lasting approximately 1 hour, designed to educate users on key principles from ACT. Participant recruitment and retention, questionnaire completion, long-term intervention adherence and acceptability of the intervention. Reflexive thematic analysis was conducted on semistructured interviews run immediately postintervention and 3 weeks later. Measures of depression, anxiety, stress, psychological flexibility, social connectedness and well-being were assessed at baseline, immediately following intervention completion, and after a 3-week follow-up period. We used a standardised battery of questionnaires. Twenty-nine participants completed the study. A reflexive thematic analysis indicated that participants responded positively to the intervention and the study at all stages. Themes reflect participants' desire for an engaging therapeutic experience, use of game for exploring emotions, as well as their perspectives on how they had applied their learning to the real world. Quantitative results indicated small to large effect sizes associated with decreases in depression (ηp2 = 0.011), anxiety (ηp2 = 0.096) and stress (ηp2 = 0.108), and increases in psychological flexibility (ηp2 = 0.060), social connectedness (ηp2 = 0.021), well-being (ηp2 = 0.011) and participation in usual activities (ηp2 = .307). Implementation of the 'ACTing Minds' intervention is warranted, based on both qualitative and quantitative outcomes. NCT04566042 ClinicalTrials.gov.
Medical subject headings
- Acceptance and Commitment Therapy
- Video Games