Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study
Eva De Jaegere, Kees van Heeringen, Peter Emmery, Gijs Mommerency, Gwendolyn Portzky

TL;DR
A serious game called Silver was tested to see if it helps adolescents recognize harmful thought patterns, potentially preventing mental health issues.
Contribution
The study introduces a novel serious game prototype for improving cognitive vulnerability in adolescents through interactive recognition of cognitive distortions.
Findings
Adolescents improved significantly in recognizing cognitive distortions after playing the game.
Participants reported a decrease in their own cognitive distortions after using the game.
Many found the game appealing but suggested it should be more comprehensive.
Abstract
Adolescent mental health is of utmost importance. E-mental health interventions, and serious games in particular, are appealing to adolescents and can have beneficial effects on their mental health. A serious game aimed at improving cognitive vulnerability (ie, beliefs or attitudes), which can predispose an individual to mental health problems, can contribute to the prevention of these problems in adolescents. This study aimed to assess the feasibility of the prototype of a serious game called “Silver.” The prototype of the serious game was developed using a user-centered participatory design. The prototype of Silver focused on 1 aspect of a serious game for improving cognitive vulnerability in adolescents, that is, the recognition and identification of cognitive distortions. Through the game, players were required to identify and classify the character’s thoughts as helpful or…
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Taxonomy
TopicsDye analysis and toxicity
