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. 2017 Jun 8;7(6):e016394. doi: 10.1136/bmjopen-2017-016394

Table 1.

Features, dose and tasks

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.