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David - REThink (Mechanisms)
David - REThink (Mechanisms)
https://doi.org/10.1007/s00787-018-1195-z
ORIGINAL CONTRIBUTION
Abstract
The mechanisms of change are rarely investigated in the field of gamified interventions for preventing emotional disorders
in children and adolescents despite the wide recognition for the advantages they offer as prevention tool. Therefore, the aim
of the present study was to investigate the mechanisms of change of a therapeutic game (REThink), specifically mediators
and moderators of its efficacy. We conducted a randomized controlled trial, involving 165 children (age range 10–16 years),
who were randomly distributed across three groups: the REThink group (N = 54), the Rational Emotive Behavior Educa-
tion group (N = 55) and the Waitlist condition (N = 56). Results indicated that changes in irrational beliefs were significant
mediators for the REThink intervention on depressive mood and overall negative emotions. Age did not moderate the effect
of REThink, which indicates that the program was equally effective for children and adolescents.
Trial Registration ClinicalTrials.gov NCT03308981.
Keywords Therapeutic game · Prevention · Internalizing disorders · Randomized controlled trial · Rational emotive
behavioral therapy
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Gender
Females 24 52.2% 31 64.6% 36 75%
Males 22 47.8% 17 35.4% 12 25.0%
Age
Mean age and standard deviation (SD) 13.02 (2.20) 12.75 (1.95) 13.02 (2.06)
Pre-adolescents (9–12) 21 45.7% 26 54.2% 22 45.8%
Adolescents (13–17) 25 54.3% 22 45.9% 26 54.2%
School grade
Primary school (grade IV) 8 17.4% 7 14.6% 8 16.7%
Middle school (grades V–VIII) 23 49.9% 30 62.5% 26 54.1%
High school (grades IX and X) 15 32.6% 11 22.9% 14 29.2%
groups, the method of delivery being different. In both children and adolescents completed pre-intervention ques-
groups, the application time of a module was approxi- tionnaires. After finalizing module 4, children and adoles-
mately 50 min, meetings with students taking place after cents completed the mechanisms’ questionnaires. Finally,
the classes. If participants from the REThink group did after finalizing all modules, during 1 month, children and
not manage to navigate the module’s levels in 50 min, the adolescents completed the post-intervention measures. In
experimenter stopped the game and scheduled them to the the REBE group, pre-intervention, intermediate and post-
next module. The delivery time was set at 50 min hav- intervention questionnaires were provided by the psychol-
ing as reference the maximum playing time spent in the ogist in a group context. In the REThink group, each ques-
respective modules by five children who tested the game tionnaire was individually filled in by the participants on
before implementing the study. Prior to the first module, the iPad. Questionnaires were displayed before a module
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(Module 1) or when modules were completed (Module 4 beginning of the game. The game has seven levels. Each
and Module 7). Before leaving the experiment room after level has a trial part at the beginning in which RETMAN is
every module, in both groups, participants were debriefed explaining what the player has to accomplish. Each level has
and thanked for their participation. The debriefing ses- various degrees of complexity, which increase as the player
sion was a short one (5–10 min) and aimed to debrief progresses in the game. Level 1 aims to help the player to
the pupil regarding the game contents and outcomes and distinguish between 3 types of emotions—positive, negative
thereby focus and reflect the player experience. At this and neutral states, and between functional and dysfunctional
stage, the psychologist asked open-ended questions to chil- emotions (i.e., anxiety vs. fear). The player must choose the
dren, questions about their experience, what they learned, character’s emotion or a neutral state represented on the
and about the game. During 1 month, participants in both screen, and at a more complex sub-level the player must
groups completed all the modules and the assessment specify whether the emotion depicted on screen is a func-
phases. During the first 3 weeks, 6 modules (2 modules/ tional or a dysfunctional one. Level 2 aims to familiarize
week) were applied and the last module, the most com- the player with the cognitive processes, such as: irrational
plex, was applied in the last week. Thus, the intermediate beliefs and rational beliefs. The player’s role is to help a tree
assessment phase took place 2 weeks after the pre-test and to grow by scaring the birds which have irrational beliefs
the post-test took place 1 month after the pre-test. that can harm the tree. Level 3 helps the player to identify
The waitlist condition (WL) was assigned to a waiting list the relation between their beliefs and their emotional and
and will receive the REThink intervention after the 6-months behavioral reactions. The player has to plant seeds (rational
follow-up assessment, these analyses being reported in and irrational) and to prevent irrational servants from plant-
another study. WL served as an untreated comparison group ing seeds that contain more irrational thoughts. From good
during the study, participants taking part only in the three seeds (rational thoughts) rise blue flowers (functional emo-
assessment stages during the trial. The time between the tions), while from bad seeds (irrational thoughts) grow red
assessment phases was the same as for the intervention flowers (dysfunctional emotions). The player’s mission is to
groups. cultivate more good plants, because these bring happiness
to the planet. Level 4 aims to help the player to acknowledge
Interventions the process of changing irrational cognitions into rational
cognitions. The player has to identify people’s irrational
The REThink game thoughts and to provide them with a specific potion that
contains the rational version of their irrational cognition.
REThink is a therapeutic videogame accessible on iOS Level 5 aims to help the player to develop problem-solving
Apps, meant to be used as a standalone application to pro- skills. The action takes place in a maze, where the player
mote emotional resilience in children and adolescents. The has to discover the code “DECODE”, which stands for the
player’s mission is to help people on Earth to escape from solving problem steps. At the end of the level, the player
the power of Irrationalizer, an irrational character that is bad completes a quiz where he/she earns points if for each let-
for humanity, due to his capacity of cultivating bad minds ter in the code he attaches the correct problem-solving step
and instilling irrational thinking and unhealthy emotions. (i.e., D = define the problem). Level 6 aims to help the player
The main character of the game is RETMAN, a charac- develop relaxation skills, using the abdominal breathing
ter that promotes rational thinking and guides the player. exercise. The action takes place in the wood and the player
RETMAN has five friends, five rational characters that help has to get closer to irrational servants to find out about their
him in his missions: Preferilizer (representing preferences plans to conquer the territory in the next level. To get closer,
beliefs), Ponderancer (representing non-awfulizing beliefs), the player needs to relax and in this way he/she becomes
Toleraser (representing high frustration tolerance beliefs), invisible. For assessing his level of relaxation, the player
Acceptableizer (representing unconditional acceptance has to wear a belt that detects his heartbeat. The device used
beliefs) and Optimizer (representing happiness). Irrational- is called Polar Heart Rate Sensor (http://www.polar.com),
izer, is thus RETMAN’s enemy, who promotes irrational which is a heart rate monitor designed to have a comfort-
thinking together with his servants: Necessitizer (repre- able modality to wear it, around the chest. The Polar Heart
senting demandingness beliefs), Awfulizer (representing Rate Sensor is supplied to every child/adolescent that uses
awfulizing beliefs), Frustralizer (representing low frustra- the intervention.
tion tolerance beliefs) and Discourager (representing global Level 7 is the most complex level of the game and aims to
evaluation beliefs). RETMAN and his friends have the mis- help the player build happiness skills. In the first sub-level,
sion of helping the player to teach people from Earth to be the player has to quickly identify the happy face out of sev-
more rational and happier. Besides these characters, there eral angry faces. At the second sub-level, the player has to
is the player’s avatar, which the player can choose at the identify from the crowd the people who are happy and hug
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them. At the final sub-level, the player has to share his hap- true each statement is for them. Response options used a
piness with those people who have negative emotions and 5-point Likert-type scale, from 1 (“almost always untrue”)
irrational thoughts. to 5 (“almost always true”). We used in the present study
only 1 subscale from the original questionnaire: depres-
The REBE group intervention sive mood (primary outcome). For this subscale, we calcu-
lated a total score. A high score indicates that the assessed
The REBE group intervention protocol was based on the dimension is high for that individual. The EATQ-R dem-
Passport to success curricula, using class lessons format, onstrated acceptable psychometric properties in previous
based on experiential lessons [13]. The objectives of the studies [21]. Internal consistency for the current study is
seven modules were: (1) to learn different emotional states α = 0.64 for depressive mood subscale.
and behavioral reactions, and differentiating between basic
emotions, complex emotions and functional and dysfunc-
tional emotions, (2) to identify the cognitive processes and Hypothesized mediating variables
to differentiate between irrational and rational beliefs, (3) to
identify the relation between cognitive processes, emotions The Child and Adolescent Scale of Irrationality (CASI
and behavioral reactions, (4) to learn to change irrational [22]) is a 28-item scale that was used to measure irra-
cognitions into rational ones, (5) to identify and exercise the tional cognitions in children and adolescents. We used in
steps of a problem-solving process, (6) to develop relaxa- the present study items that reflect irrational cognitions in
tion skills using the abdominal breathing exercise, and (7) to several domains: demandingness for fairness (DEM-F),
review the skills learned in previous meetings and to develop low frustration tolerance for work (LFTW), low frustration
positive emotions. tolerance of rules (LFT-R), and total score of irrational-
ity level. Children and adolescents were asked to express
their agreement/disagreement with the 28 statements on a
Measures 5-point Likert-type scale, from 1 (“strong disagreement”)
to 5 (“strong agreement”). A high score indicates that the
All participants were evaluated at baseline, at the middle assessed dimension is high for that individual. Previous
of the intervention (only the mechanisms and satisfaction research has reported adequate psychometric properties
measures), and at the time of termination. Children and ado- for CASI [23]. Internal consistency coefficients for the
lescents’ primary and secondary outcomes were examined current study are α = 0.65 for low frustration tolerance for
using the following measures: work, α = 0.80 for low frustration tolerance of rules, and
α = 0.80 for CASI total score. The demandingness subscale
Primary outcomes showed lower reliability, α = 0.27 and was excluded from
all analyses.
Strengths and Difficulties Questionnaire-Child Version Children’s Automatic Thoughts Scale-Negative/Positive
(SDQ [20]) is a 25-item scale that was used to assess emo- (CATS-N/P [24]) is a 50-item questionnaire that assesses
tional symptoms, as a primary outcome. The SDQ comprises negative and positive automatic thoughts in children and
five subscales that measure difficulties in several psycho- adolescents. The questionnaire comprises five subscales:
logical domains: emotional symptoms, conduct problems, physical threat, social threat, personal failure, hostility,
hyperactivity/inattention, peer problems, and prosocial and positive thoughts. Children and adolescents rate to
behavior. The score for each of the five scales is generated what extent they had a specific thought over the past week
by summing the scores for the five items that make up that on a 5-point Likert-type scale, from 0 (“not at all”) to 4
scale, thereby generating a scale score ranging from 0 to 10. (“all the time”). A high score indicates that the assessed
Higher scores are indicative of more emotional impairment. dimension is high for that individual. The CATS-N/P has
Each item is scored on a three-point Likert-type scale from demonstrated good psychometric properties [24]. Internal
0 (“not true”) to 2 (“certainly true”). The SDQ-child ver- consistency for the current study, is α = 0.81 for physical
sion has demonstrated acceptable psychometric properties threat subscale, α = 0.85 for social threat subscale, α = 0.80
[20]. Internal consistency for the current study is α = 0.75 for personal failure subscale, α = 0.81 for hostility sub-
for emotional symptoms subscale. scale, α = 0.85 for positive thoughts subscale, and α = 0.88
The Early Adolescent Temperament Questionnaire- for CATS total score.
Revised (EATQ-R [21]) contains 65 questions in the
self-report form and is designed to measure temperamen- Hypothesized moderating variables We explored if the
tal effortful control, affiliativeness, surgency, and nega- effect of the REThink intervention on emotional outcomes
tive affectivity. The questionnaire asks adolescents how was moderated by gender or age.
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Data analysis strategy Missing values for eight subjects were inputted using com-
mon procedures (average of the items of the same scale
To investigate the mechanism of change for emotional where a few items were missing, the average of the group
problems, we focused on the outcomes that provided where a complete scale was not filled, pre-test scores were
evidence for the efficacy of the REThink game. That is used for the intermediate assessment scores that were miss-
to say the mechanism of change analysis was conducted ing). Separate analyses without these inputted values yielded
in relation to SDQ emotional symptoms and EATQ-R identical results. Only results with the inputted values are
depressive mood. The analysis of the efficacy of the inter- reported here after.
vention revealed that SDQ emotional symptoms signifi-
cantly decreased after the REThink intervention (Cohen’s Descriptive statistics and baseline comparisons
d = 0.46), while no other significant change in scores from
pre- to post-test, on this variable, was observed for the Descriptive statistics for all measures and effect sizes for
other groups. Also, the REThink group experienced a changes from pre-test to post-test in each group are presented
significant decrease in EATQ-R depressive mood scores in Table 2. We first checked for pre-test differences between
(d = 0.84) and had significantly lower scores as compared the three groups on the measures of the hypothesized mecha-
to the WL condition (d = 0.66). Descriptive statistics on nisms of change. One-way ANOVAs having the treatment
these outcomes are available in Table 2. group as the independent variable and the CASI and CATS
We used in our analysis of the mechanisms of change total scores as dependent variables indicated no differences
the total scores for the two scales assessing dysfunctional/ between groups: Welch (2, 90.87) = 0.54, p = 0.582 for CASI
irrational cognitions, namely CASI and CATS total scores. total score, and F(2, 139) = 0.23, p = 0.796 for CATS total
To analyze the mechanisms of change, we first checked if score.
groups were equivalent in baseline on these variables,
using one-way univariate analyses of variance (ANOVAs).
Then, we conducted a mixed within–between MANOVA, Changes in the hypothesized mechanisms
having the time of measurement (pre-test, intermediate
assessment, and post-test) as the within-subjects factor, Next, we examined the changes in the hypothesized mecha-
and the groups of treatment (WL vs. REBE vs. REThink) nisms across the three groups of treatment by computing a
as the between-subjects factor. We followed significant mixed within–between 3 × 3 MANOVA, having as the
main effects and the interaction effects with Bonferroni within-subjects factor the moment of the assessment (pre-
adjusted pairwise comparisons of estimated marginal test vs. intermediate vs. post-test), and as the between-sub-
mean, both for within- and between-subjects effects. We jects factor the group of treatment (Waitlist vs. REBE vs.
computed 𝜂p2 as an indicator of effect size for the main and REThink). Both CASI and CATS total scores were intro-
duced as dependent variables. We used repeated univariate
the interaction effects, while for significant pairwise com- contrasts for the within-subjects effects to check where sig-
parisons we computed Cohen’s d index of effect size, nificant changes emerged. We identified a significant within-
based on observed means and standard deviations (within- subjects main effect (pre-test vs. post-test), Wilk’s
subjects ds were adjusted for the correlation between the lambda = 0.82, F(4, 136) = 9.06, p < 0.001, 𝜂p2 = 0.18, but no
two measurement times).
Next, for the alleged mechanism that showed evidence significant between-subjects main effect, Wilk’s
of change following the expected direction, we correlated lambda = 0.03, F(4, 276) = 0.95, p = 0.438. The interaction
the change scores (from pre-test to post-test) with the effect was statistically significant, Wilk’s lambda = 0.89,
change scores computed for the emotional outcomes (SDQ F(8, 272) = 2.10, p = 0.036, 𝜂p2 = 0.11.
emotional symptoms and EATQ-R depressive mood). We followed the significant multivariate effects with uni-
Finally, we conducted a mediation analysis to verify if variate analyses of variance (sphericity assumed). We found
indeed the between-groups differences in outcomes evolu- a significant univariate time effect for CASI total score F(2,
tion are mediated by the changes in this mechanism. 278) = 16.41, p < 0.001, 𝜂p2 = 0.11 (see Fig. 2), but not for
Finally, we conducted an additional mixed
CATS total score, F(2, 278) = 1.46, p = 0.233. The interac-
within–between MANOVA using SDQ emotional symp-
tion effect (time × group) for CASI total score was also sig-
toms and EATQ-R depressive mood as dependent varia-
nificant, F(4, 278) = 3.517, p = 0.008, 𝜂p2 = 0.05, but not for
bles, to investigate the effect of gender and age as possible
moderators of the effect of the interventions in the study. CATS total score, F(4, 278) = 1.90, p = 0.110. Figure 3
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Table 2 Descriptive statistics for emotional outcomes and cognitive mechanisms by group
Waitlist (n = 46) REBE (n = 48) REThink (n = 48)
Pre-test Intermediate Post-test d from pre- to Pre-test Intermediate Post-test d from pre- to Pre-test Intermediate Post-test d from pre-
assessment post-test assessment post-test assessment to post-test
A negative sign for the effect size indicates that scores have increased from pre-test to post-test, while a positive sign indicates that scores have decreased
M mean, SD standard deviation and is presented between brackets, d Cohen’s d effect size for changes from pre-test to post-test corrected for the correlation between the two measurement times
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Mediation analysis
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