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      Evaluating the Feasibility of a Multiplayer Role-Playing Game as a Behavioral Health Intervention in Adolescent Patients With Chronic Physical or Mental Conditions: Protocol for a Cohort Study

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          Abstract

          Background

          Numerous studies have revealed that adolescents with chronic physical or mental conditions (CPMCs) are at an increased risk for depression and anxiety, with serious direct and indirect negative effects on treatment adherence, family functioning, and health-related quality of life. As game-based approaches are effective interventions in treating anxiety and depression, we propose to explore the use of a multiplayer role-playing game (RPG) as a potential intervention for social isolation, anxiety, and depression.

          Objective

          The objectives of this study were to (1) determine the feasibility of using Masks, a multiplayer RPG, as an intervention for social isolation, anxiety, and depression in adolescents with CPMCs; (2) evaluate the viability of the research process; and (3) gauge participation in and engagement with RPG-based interventions.

          Methods

          This study is a remote synchronous game-based intervention for adolescents with CPMCs aged 14-19 years. Eligible participants completed a web-based baseline survey to assess anxiety, depression, and social isolation and to identify their gaming habits. After completing the baseline survey, they participated in 5 moderated Masks game sessions. In Masks, players assume the roles of young superheroes; select their character types, superpowers; and perform actions determined by the game’s rule system and dice rolls. All game sessions were played using Discord, a communication platform commonly used by gaming communities. Games were led and moderated by game masters (GMs). After each game session, participants completed surveys to assess changes in anxiety, depression, and social isolation, and their attitude toward the game and the user experience. The participants also completed an exit survey after all 5 game sessions (modified version of the Patient Health Questionnaire and the Generalized Anxiety Disorder Questionnaire, and 17 open-ended questions). The GMs rated each game session and reported on gameplay, player behavior, comfort, and engagement levels of the players.

          Results

          As of March 2020, six participants were recruited for the pilot study to participate in moderated web-based game sessions of Masks; 3 completed all game sessions and all required assessments. Although the number of participants was too low to draw generalizable conclusions, self-reported clinical outcomes did seem to indicate a positive change in depression, anxiety, and social isolation symptoms. Qualitative analysis of postgame survey data from participants and GMs indicated high levels of engagement and enjoyment. Furthermore, the participants provided feedback about improved mood and engagement related to weekly participation in Masks. Lastly, responses to the exit survey showed interest in future RPG-related studies.

          Conclusions

          We established a workflow for gameplay and evaluated a research protocol for evaluating the impact of RPG participation on isolation, anxiety, and depression symptoms in adolescents with CPMCs. Preliminary data collected from the pilot study support the validity of the research protocol and the use of RPG-based interventions in larger clinical studies.

          International Registered Report Identifier (IRRID)

          RR1-10.2196/43987

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          Most cited references62

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                Author and article information

                Contributors
                Journal
                JMIR Res Protoc
                JMIR Res Protoc
                ResProt
                JMIR Research Protocols
                JMIR Publications (Toronto, Canada )
                1929-0748
                2023
                27 June 2023
                : 12
                : e43987
                Affiliations
                [1 ] School of Computing and Information University of Pittsburgh Pittsburgh, PA United States
                [2 ] School of Medicine University of Pittsburgh Pittsburgh, PA United States
                [3 ] School of Pharmacy University of Pittsburgh Pittsburgh, PA United States
                [4 ] School of Engineering University of Pittsburgh Pittsburgh, PA United States
                Author notes
                Corresponding Author: Dmitriy Babichenko dmb72@ 123456pitt.edu
                Author information
                https://orcid.org/0000-0003-1187-6684
                https://orcid.org/0000-0002-4022-4151
                https://orcid.org/0000-0001-9017-6496
                https://orcid.org/0009-0000-7130-9628
                https://orcid.org/0009-0005-7090-1749
                https://orcid.org/0009-0006-7806-3345
                https://orcid.org/0000-0002-8914-8356
                Article
                v12i1e43987
                10.2196/43987
                10337425
                37368477
                17e0ee62-4e4f-47a2-b74f-5e3b67c0de0b
                ©Dmitriy Babichenko, Ana Radovic, Ravi Patel, Alexis Hester, Koehler Powell, Nicholas Eggers, David Happe. Originally published in JMIR Research Protocols (https://www.researchprotocols.org), 27.06.2023.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License ( https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Research Protocols, is properly cited. The complete bibliographic information, a link to the original publication on https://www.researchprotocols.org, as well as this copyright and license information must be included.

                History
                : 1 November 2022
                : 13 January 2023
                : 28 February 2023
                : 4 April 2023
                Categories
                Protocol
                Protocol

                role-playing games,social isolation,depression,game-based interventions,development,intervention,game,teen,patient,chronic,mental condition,quality of life,engagement,symptoms,data,clinical

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