In-game play behaviours during an applied video game for anxiety prevention predict successful intervention outcomes

Wols, A.
Lichtwarck-Aschoff, A.
Schoneveld, E.A.
Granic, I.

In the current study, we examined to what extent engagement with the therapeutic techniques in an applied game for anxiety prevention (i.e., MindLight) predicts changes in anxiety symptoms. On-screen videotaped output while playing MindLight was coded and analysed for forty-three 8 to 12-year old children with elevated levels of anxiety. Results showed that changes in in-game play behaviours representing therapeutic exposure techniques predicted improvements in anxiety symptoms 3 months later (when children had not played the game for 3 months). This dataset includes the data used to obtain the results as presented in the research paper, including age, gender, anxiety symptoms, and coded in-game play behaviours.