Table 1.
Features | Dose (in game frequency) | Tasks |
Introduction | 1 | —Choose Avatar gender and name —Receive instruction: to identify with the personal Avatar —Introduction to Avatar storyline —Receive task instructions from LAKA (non-playing character with a mentoring role) |
Encounters (see online supplementary appendix 1) for screenshot and user interface) |
16 | —Select action plans for the Avatar in encounters with non-playing characters (each instance offers five optional action plans, which are modelled after a reference set of values: generosity, moral discipline, patience, enthusiastic perseverance). |
Mood scenarios | 8 | —Select action plans for the Avatar when subjected to an adverse event. —Given the adverse scenario: think of what your own affective state would be in this situation and bear in mind the depicted emotional state of the Avatar. |
Reflections | 4 | —Assess satisfaction about selected Avatar actions on a scale of 0–10. —Receive feedback from LAKA on chosen action plans. —Receive feedback about the correspondence between satisfaction rating and LAKA assessment. |
Attention training | 3 | —Guided (focused attention and open-monitoring) meditation exercises for mental stability. |
Tours | 16 | —Skip or listen to ‘tour-guide’ voice-overs informing about pictures of the location visited by the Avatar. |
Loading screens | - | —See where travel destinations are located on a geographical map. |
Mini games | 8 | —Action games: steering a vehicle (by using tilt mechanism of tablet pc or keyboard arrow controls) to arrive at the next encounter (reference: ‘rocket bird’). —Puzzle: fix a road by connecting parts of the road to arrive at the next encounter (reference: ‘plumber games’). |
Festive closing | 1 | —Replay of ‘extreme’ responses throughout the game. |