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Mixed-methods feasibility outcomes for a novel ACT-based video game ‘ACTing Minds’ to support mental health

Tom C Gordon, Andrew Kemp Orcid Logo, Darren Edwards Orcid Logo

BMJ Open, Volume: 14, Issue: 3, Start page: e080972

Swansea University Authors: Andrew Kemp Orcid Logo, Darren Edwards Orcid Logo

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Abstract

Objectives To determine the feasibility and acceptability of ‘ACTing Minds’, a novel single-player adventure video game based on acceptance and commitment therapy (ACT).Design A single-arm, mixed-methods repeated measures feasibility study.Setting Intervention and questionnaires were completed at ho...

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Published in: BMJ Open
ISSN: 2044-6055 2044-6055
Published: BMJ 2024
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URI: https://cronfa.swan.ac.uk/Record/cronfa65740
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Semistructured interviews were also conducted at home via the Zoom platform.Participants 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.Intervention Participants completed a single session of the ‘ACTing Minds’ video game, lasting approximately 1 hour, designed to educate users on key principles from ACT.Primary outcome measures 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.Secondary outcome measures 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.Primary results 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.Secondary results 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).Conclusions Implementation of the ‘ACTing Minds’ intervention is warranted, based on both qualitative and quantitative outcomes.</abstract><type>Journal Article</type><journal>BMJ Open</journal><volume>14</volume><journalNumber>3</journalNumber><paginationStart>e080972</paginationStart><paginationEnd/><publisher>BMJ</publisher><placeOfPublication/><isbnPrint/><isbnElectronic/><issnPrint>2044-6055</issnPrint><issnElectronic>2044-6055</issnElectronic><keywords/><publishedDay>29</publishedDay><publishedMonth>3</publishedMonth><publishedYear>2024</publishedYear><publishedDate>2024-03-29</publishedDate><doi>10.1136/bmjopen-2023-080972</doi><url/><notes/><college>COLLEGE NANME</college><department>Psychology School</department><CollegeCode>COLLEGE CODE</CollegeCode><DepartmentCode>PSYS</DepartmentCode><institution>Swansea University</institution><apcterm>SU Library paid the OA fee (TA Institutional Deal)</apcterm><funders/><projectreference/><lastEdited>2024-05-31T12:31:19.1643865</lastEdited><Created>2024-03-05T15:39:33.6740186</Created><path><level id="1">Faculty of Medicine, Health and Life Sciences</level><level id="2">School of Health and Social Care - Public Health</level></path><authors><author><firstname>Tom C</firstname><surname>Gordon</surname><order>1</order></author><author><firstname>Andrew</firstname><surname>Kemp</surname><orcid>0000-0003-1146-3791</orcid><order>2</order></author><author><firstname>Darren</firstname><surname>Edwards</surname><orcid>0000-0002-2143-1198</orcid><order>3</order></author></authors><documents><document><filename>65740__29871__ff0e14694bf24c1da252bf6d875e36c8.pdf</filename><originalFilename>65740.pdf</originalFilename><uploaded>2024-04-03T09:51:31.3318883</uploaded><type>Output</type><contentLength>1585965</contentLength><contentType>application/pdf</contentType><version>Version of Record</version><cronfaStatus>true</cronfaStatus><documentNotes>© Author(s) (or their employer(s)) 2024. 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spelling v2 65740 2024-03-05 Mixed-methods feasibility outcomes for a novel ACT-based video game ‘ACTing Minds’ to support mental health dfd05900f0e2409d3f67dca227c59a93 0000-0003-1146-3791 Andrew Kemp Andrew Kemp true false bee507022c083d875238b7802b96cbeb 0000-0002-2143-1198 Darren Edwards Darren Edwards true false 2024-03-05 PSYS Objectives To determine the feasibility and acceptability of ‘ACTing Minds’, a novel single-player adventure video game based on acceptance and commitment therapy (ACT).Design A single-arm, mixed-methods repeated measures feasibility study.Setting Intervention and questionnaires were completed at home by participants. Semistructured interviews were also conducted at home via the Zoom platform.Participants 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.Intervention Participants completed a single session of the ‘ACTing Minds’ video game, lasting approximately 1 hour, designed to educate users on key principles from ACT.Primary outcome measures 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.Secondary outcome measures 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.Primary results 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.Secondary results 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).Conclusions Implementation of the ‘ACTing Minds’ intervention is warranted, based on both qualitative and quantitative outcomes. Journal Article BMJ Open 14 3 e080972 BMJ 2044-6055 2044-6055 29 3 2024 2024-03-29 10.1136/bmjopen-2023-080972 COLLEGE NANME Psychology School COLLEGE CODE PSYS Swansea University SU Library paid the OA fee (TA Institutional Deal) 2024-05-31T12:31:19.1643865 2024-03-05T15:39:33.6740186 Faculty of Medicine, Health and Life Sciences School of Health and Social Care - Public Health Tom C Gordon 1 Andrew Kemp 0000-0003-1146-3791 2 Darren Edwards 0000-0002-2143-1198 3 65740__29871__ff0e14694bf24c1da252bf6d875e36c8.pdf 65740.pdf 2024-04-03T09:51:31.3318883 Output 1585965 application/pdf Version of Record true © Author(s) (or their employer(s)) 2024. This is an open access article distributed in accordance with the Creative Commons Attribution 4.0 Unported (CC BY 4.0) license. true eng https://creativecommons.org/licenses/by/4.0/
title Mixed-methods feasibility outcomes for a novel ACT-based video game ‘ACTing Minds’ to support mental health
spellingShingle Mixed-methods feasibility outcomes for a novel ACT-based video game ‘ACTing Minds’ to support mental health
Andrew Kemp
Darren Edwards
title_short Mixed-methods feasibility outcomes for a novel ACT-based video game ‘ACTing Minds’ to support mental health
title_full Mixed-methods feasibility outcomes for a novel ACT-based video game ‘ACTing Minds’ to support mental health
title_fullStr Mixed-methods feasibility outcomes for a novel ACT-based video game ‘ACTing Minds’ to support mental health
title_full_unstemmed Mixed-methods feasibility outcomes for a novel ACT-based video game ‘ACTing Minds’ to support mental health
title_sort Mixed-methods feasibility outcomes for a novel ACT-based video game ‘ACTing Minds’ to support mental health
author_id_str_mv dfd05900f0e2409d3f67dca227c59a93
bee507022c083d875238b7802b96cbeb
author_id_fullname_str_mv dfd05900f0e2409d3f67dca227c59a93_***_Andrew Kemp
bee507022c083d875238b7802b96cbeb_***_Darren Edwards
author Andrew Kemp
Darren Edwards
author2 Tom C Gordon
Andrew Kemp
Darren Edwards
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publishDate 2024
institution Swansea University
issn 2044-6055
2044-6055
doi_str_mv 10.1136/bmjopen-2023-080972
publisher BMJ
college_str Faculty of Medicine, Health and Life Sciences
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hierarchy_top_title Faculty of Medicine, Health and Life Sciences
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hierarchy_parent_title Faculty of Medicine, Health and Life Sciences
department_str School of Health and Social Care - Public Health{{{_:::_}}}Faculty of Medicine, Health and Life Sciences{{{_:::_}}}School of Health and Social Care - Public Health
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description Objectives To determine the feasibility and acceptability of ‘ACTing Minds’, a novel single-player adventure video game based on acceptance and commitment therapy (ACT).Design A single-arm, mixed-methods repeated measures feasibility study.Setting Intervention and questionnaires were completed at home by participants. Semistructured interviews were also conducted at home via the Zoom platform.Participants 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.Intervention Participants completed a single session of the ‘ACTing Minds’ video game, lasting approximately 1 hour, designed to educate users on key principles from ACT.Primary outcome measures 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.Secondary outcome measures 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.Primary results 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.Secondary results 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).Conclusions Implementation of the ‘ACTing Minds’ intervention is warranted, based on both qualitative and quantitative outcomes.
published_date 2024-03-29T12:31:19Z
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