Abstract
AbstractAdolescent mental health and well-being have been adversely impacted by the COVID-19 pandemic. In this preregistered longitudinal study, we evaluated whether adolescents’ well-being improved after playing the multiplayer serious game app Grow It! During the first lockdown (May–June 2020), 1282 Dutch adolescents played the Grow It! app (age = 16.67, SD = 3.07, 68% girls). During the second lockdown (December–May 2020 onwards), an independent cohort of 1871 adolescents participated (age = 18.66, SD = 3.70, 81% girls). Adolescents answered online questionnaires regarding affective and cognitive well-being, depressive symptoms, anxiety, and impact of COVID-19 at baseline. Three to six weeks later, the baseline questionnaire was repeated and user experience questions were asked (N = 462 and N = 733 for the first and second cohort). In both cohorts, affective and cognitive well-being increased after playing the Grow It! app (t = − 6.806, p < 0.001; t = − 6.77, p < 0.001; t = − 6.12, p < 0.001; t = − 5.93, p < 0.001; Cohen’s d range 0.20–0.32). At the individual level, 41–53% of the adolescents increased in their affective or cognitive well-being. Adolescents with higher risk profiles (i.e., more depressive symptoms, lower atmosphere at home, and more COVID-19 impact) improved more strongly in their well-being. Positive user evaluations and app engagement were unrelated to changes in affective and cognitive well-being. This proof-of-concept study tentatively suggests that Grow It! supported adolescents during the pandemic.
Funder
Gemeente Rotterdam
Stichting Vrienden van het Sophia
ZonMw
Publisher
Springer Science and Business Media LLC
Subject
Psychiatry and Mental health,Developmental and Educational Psychology,General Medicine,Pediatrics, Perinatology and Child Health
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