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A novel ACT-based video game to support mental health through embedded learning: a mixed-methods feasibility study
Darren J Edwards1, Andrew H Kemp2
1Department of Public Health, Policy, and Social Sciences, Swansea University, Swansea, UK D.J.Edwards@swansea.ac.uk.
BMJ Open
|November 17, 2020
Summary
This study assesses a new acceptance and commitment therapy (ACT) video game for young adults. The feasibility and acceptability of this digital mental health intervention will be evaluated.
Area of Science:
- Psychology
- Digital Health
- Mental Health Interventions
Background:
- Serious video games show promise for emotional regulation in mental health.
- Current therapeutic games often have a narrow scope, targeting specific skills for particular disorders.
Purpose of the Study:
- To assess the feasibility of a novel acceptance and commitment therapy (ACT)-based video game for young adults.
- To evaluate the acceptability and potential effectiveness of this digital intervention.
Main Methods:
- Utilizing the Medical Research Council (MRC) framework for complex intervention development.
- Employing a mixed-methods approach with qualitative (interviews) and quantitative (questionnaires) data.
- Feasibility outcomes include recruitment, acceptability, attendance, and attrition rates.
Main Results:
- Feasibility of recruitment processes will be assessed.
- Acceptability of the ACT-based video game intervention will be determined through qualitative interviews.
- Quantitative data will inform sample size calculations for future randomized controlled trials.
Conclusions:
- This protocol outlines a rigorous approach to testing a novel digital mental health intervention.
- Findings will guide the development of a full-scale trial for an ACT-based video game.
- The study aims to advance the use of serious games in mental healthcare for young adults.

