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© 2022. This work is licensed under https://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.

Abstract

Background:The emergence of the novel coronavirus (COVID-19) has introduced additional pressures on an already fragile mental health care system due to a significant rise in depression, anxiety, and stress among Canadians. Although cognitive behavioral therapy (CBT) is known to be an efficacious treatment to reduce such mental health issues, few people have access to CBT in an engaging and sustainable manner. To address this gap, a collaboration between the Centre for Addiction and Mental Health (CAMH) and the National Research Council of Canada (NRC) developed CBT-based self-led, online, clinician-tested modules in the form of a video game, named Legend of Evelys, and evaluated its usability in the attenuation of a COVID-19–related increase in stress.

Objective:We here present the conceptualization and design of new self-care modules in the form of a video game, its implementation in a technological infrastructure, and inclusivity and privacy considerations that informed the development. A usability study of the modules was performed to assess the video game’s usability, user engagement, and user perceptions.

Methods:The development of the video game involved establishment of a technology infrastructure for secure implementation of the software for the modules and a clinician-led assessment of the clinical utility of these modules through two “whiteboard” sessions. The usability study was informed by a mixed methods sequential explanatory design to evaluate the intervention of the mobile app through two distinct phases: quantitative data collection using in-app analytics data and two surveys, followed by qualitative data collection by semistructured interviews.

Results:A total of 32 participants trialed the app for 2 weeks. They used the video game an average of six times and rated the game as “good” based on the Systems Usability Scale score. In terms of stress reduction, the study demonstrated a significant difference in the participants’ Perceived Stress Scale score at baseline (mean 22.14, SD 6.187) compared with that at the 2-week follow-up (mean 18.04, SD 6.083; t27=3.628, P=.001). Qualitative interviews helped participants identify numerous functionality issues and provided specific recommendations, most of which were successfully integrated into the video game for future release.

Conclusions:Through this collaboration, we have established that it is possible to incorporate CBT exercises into a video game and have these exercises adopted to address stress. While video games are a promising strategy to help people with their stress and anxiety, there is a further need to examine the real-world effectiveness of the Legend of Evelys in reducing anxiety.

Details

Title
Video Game to Attenuate Pandemic-Related Stress From an Equity Lens: Development and Usability Study
Author
Minian, Nadia  VIAFID ORCID Logo  ; Saiva, Anika  VIAFID ORCID Logo  ; Gayapersad, Allison  VIAFID ORCID Logo  ; Dragonetti, Rosa  VIAFID ORCID Logo  ; Proulx, Catherine  VIAFID ORCID Logo  ; Debergue, Patricia  VIAFID ORCID Logo  ; Lecce, Julia  VIAFID ORCID Logo  ; Hussain, Sarwar  VIAFID ORCID Logo  ; Desjardins, Eric  VIAFID ORCID Logo  ; Selby, Peter  VIAFID ORCID Logo 
First page
e36820
Section
Early Results from COVID-19 Studies
Publication year
2022
Publication date
May 2022
Publisher
JMIR Publications
e-ISSN
2561326X
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
2671801098
Copyright
© 2022. This work is licensed under https://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.