| Literature DB >> 26543916 |
Colleen Cheek1, Theresa Fleming2, Mathijs Fg Lucassen2, Heather Bridgman3, Karolina Stasiak2, Matthew Shepherd4, Peter Orpin3.
Abstract
BACKGROUND: Internet interventions for improving health and well-being have the potential to reach many people and fill gaps in service provision. Serious gaming interfaces provide opportunities to optimize user adherence and impact. Health interventions based in theory and evidence and tailored to psychological constructs have been found to be more effective to promote behavior change. Defining the design elements which engage users and help them to meet their goals can contribute to better informed serious games.Entities:
Keywords: SPARX; adherence; adolescent; cognitive behavior therapy; depression; motivation; online intervention; self-efficacy; user-centered
Year: 2015 PMID: 26543916 PMCID: PMC4607397 DOI: 10.2196/mental.4133
Source DB: PubMed Journal: JMIR Ment Health ISSN: 2368-7959
Figure 1SPARX: the guide.
Figure 2SPARX: canyon dwellers.
Figure 3SPARX: user avatar flying on the eagle Te Hokioi.
Interview participant data.
| Number of | N | Age | Characteristics | Participant | |
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| 6 groups, | 26 | 16-18 | 19 Māori 16-18, 7 parents/caregivers | Māori 1-26 |
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| 3 groups | 10b | 16-27 | Lesbian, gay and bisexual young people | Rainbow 1-9 |
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| 4 groups, | 16 | 13-18 | Rural Australian youth (4 female, 12 female) | Aus 1-16 |
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| 9 groups | 39 | 13-16 | Youth excluded from mainstream education | AE 1-39 |
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| 25 interviews | 25 | 13-19 | Young people attracted to the same sex, | Rainbow |
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| 39 interviews | 39 | 13-16 | Youth excluded from mainstream education | AE (User) |
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| 5 interviews | 5 | 14-16 | Youth attending mainstream school presenting | Māori (User) |
aMental health status not assessed in sample.
bOne participant participated in two focus groups (ie, there are nine unique individuals).
Design elements of computer game, accessibility, working alliance, and learning in immersion.
| Area | Elements | Description |
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| Challenge | Overcoming obstacles and challenges to master and |
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| Companionship | Socializing and cooperating with others |
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| Exploration | Unfamiliar places, hidden things, different strategies, |
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| Fantasy | Enjoyment of fantasy worlds, fictional characters, |
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| Fidelity | Realistic 3D graphics, animation, sounds |
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| Perceivable | Content is easy to see, hear; presented in different ways |
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| Operable | Function available from keyboard; users can find |
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| Understandable | Text is readable and understandable; game operates |
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| Robust and reliable | Interpretation clear, minimal errors, secure, compatible |
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| Goal | The outcome the person values and perceives will |
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| Tasks | A series of relevant and efficacious tasks, which the |
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| Bond | Positive personal attachments such as trustworthiness, |
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| Activity | Through tasks, puzzles, movement, and feedback |
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| Expert guidance | Builds on and adjusts existing knowledge |
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| Modeling of behavior | Behaviors learned by observation and modeling |
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| Community | Where newcomers conduct simple, low-risk tasks, |
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| Sensory, actional, | Replicates the experience of being in a 3D space; |
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| Multiple perspectives | Changing a participant’s view of an object from |
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| Simulation of the | Aids transfer of knowledge from conceptual to real-life |
Figure 4Serious game design elements.
Figure 5User perceptions of autonomy mapped to supportive features of a serious game.
Figure 6User perceptions of competence mapped to supportive features of a serious game.
Figure 7User perceptions of relatedness mapped to supportive features of a serious game.