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dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorMiltzow, Tillmann
dc.contributor.authorKleian, Aielynn
dc.date.accessioned2025-08-29T00:02:18Z
dc.date.available2025-08-29T00:02:18Z
dc.date.issued2025
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/50115
dc.description.abstractDue to the simultaneous increase of mental health problems and digital use, there has been a rising concern for the possible influence of screen time on mental health. Prior research has identified links between increased screen time and mental health outcomes, especially among younger individuals, but this relationship appears to more complex than initially understood. In light of these findings, this study explores the use of the physical game On & Off Time as an educational tool to encourage better screen time habits, and ultimately improve mental well-being. The game was designed according to the academic insights on screen time and mental health, as well as principles of serious game design and behavior change to 1) raise awareness on the impact of digital media use on mental well-being, and 2) promote adoption of mitigating strategies. A mixed-methods study (N = 15) was conducted to evaluate changes in self-reported awareness and behavior using pre-, post-, and follow-up surveys. Additionally, post-test group interviews were conducted to gather insights on the player experiences. Analyses looked at the effect of the gameplay, as well as the effect of gender and the interaction effect between gender and the gameplay. Despite some minor changes in awareness, along with gender-related differences, overall, the gameplay did not significantly affect awareness or behavior regarding screen time and mental well-being. The findings highlight challenges in using tabletop games for the education of digital device use and suggest necessary considerations for future research in this area.
dc.description.sponsorshipUtrecht University
dc.language.isoEN
dc.subjectThis study evaluated the impact of a serious board game, called On & Off Time, on awareness, behavioral change, and player experience related to screen time and mental health.
dc.titleOn & Off Time: Navigating Digital Use and Mental Health Through Play.
dc.type.contentMaster Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordsserious games; serious board game; mental health; psychological well-being; digital intervention; screen time; device use
dc.subject.courseuuGame and Media Technology
dc.thesis.id53213


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