a positive trendp = 0.063
Affiliation “at worst” showed a positive trend in the intervention group ( p = 0.063), suggesting the game may have a positive influence on players' self‐image at their worst during challenging times, particularly through reductions in self‐blame ( p = 0.051), self‐hate ( p = 0.172), and self‐neglect ( p = 0.072) “at worst.” Figure 2 highlights