Selection of Digital Games [well-being]
The team first informally reviewed dozens of games, evaluating designs for play mechanics that we felt would support well-being, as well as practical issues, e.g., can the game be played on a tablet, is the game available in multiple languages, or is no language required (see Table 1). The list of potential games was created to include a variety of genres and gameplay styles (action, puzzle, resource management, RPG) within age-appropriate potential prior exposure to the game and excluded any titles that most of the children participating in the research would have already played a lot, thereby example, Minecraft is an extremely popular game that is played by many children both in school settings and at home, and so playing for a few more hours as part of our intervention research would be unlikely to have any effect above.
Table 1. Game selection criteria
Games selected for inclusion should be:
Age - appropriate and have an ESRB rating of E.
Likely to support one or several well-being indicators.
Reflect the diverse gameplay of our target audience.
Available in multiple languages (English, Spanish, Chinese).
Recognizable games, include LEGO and EPIC published games.
Playable without requiring persistent internet connection.
Playable without requiring in-game purchases.
Playable on low-cost devices.
From this initial collection of games, we then made a "mid-list" of candidate games to be more formally reviewed for support of well-being. Using self determination theory as a framework, we conducted expert reviews to evaluate the games against their potential to support development in the following dimensions of well-being: competence, autonomy, a sense of belonging or connection, curiosity, optimism, and reduced stress or relaxation. Based on this evaluation of their potential for supporting well-being, and drawing from different genres of games, we then made our final selection of six games for inclusion in playtesting, which are listed and described in Table 2.