# Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study

**Authors:** Eva De Jaegere, Kees van Heeringen, Peter Emmery, Gijs Mommerency, Gwendolyn Portzky

PMC · DOI: 10.2196/47513 · 2024-05-09

## 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.

## Key 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 unhelpful. Upon successful advancement to the next level, the task becomes more challenging, as players must also identify specific types of cognitive distortions. A pre- and posttest uncontrolled design was used to evaluate the game, with a 1-week intervention phase in which participants were asked to play the game. Participants aged 12-16 years were recruited in schools. The outcomes of interest were the recognition of cognitive distortions and presence of participants’ cognitive distortions. The game was also evaluated on its effects, content, and usefulness.

A total of 630 adolescents played Silver and completed the assessments. Adolescents were significantly better at recognizing cognitive distortions at the pretest (mean 13.09, SD 4.08) compared to the posttest (mean 13.82, SD 5.09; t629=−4.00, P<.001). Furthermore, their cognitive distortions decreased significantly at the posttest (mean 38.73, SD 12.79) compared to the pretest (mean 41.43, SD 10.90; t629=7.98, P<.001). Participants also indicated that the game helped them recognize cognitive distortions. Many participants considered the game appealing (294/610, 48.2%) but boring (317/610, 52%) and preferred a more comprehensive game (299/610, 49%).

Findings from this study suggest that a serious game may be an effective tool for improving cognitive vulnerability in adolescents. The development of such a serious game, based on the prototype, is recommended. It may be an important and innovative tool for the universal prevention of mental health problems in adolescents. Future research on the effects of the game is warranted.

## Full-text entities

- **Diseases:** Cognitive Vulnerability (MESH:D003072), Mental Health (OMIM:603663), cognitive distortions (MESH:D006311), mental health problems (MESH:D000076082)
- **Chemicals:** Silver (MESH:D012834)
- **Species:** Homo sapiens (human, species) [taxon 9606]

## Figures

2 figures with captions in the complete paper: https://tomesphere.com/paper/PMC11097755/full.md

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Source: https://tomesphere.com/paper/PMC11097755