| Literature DB >> 31066682 |
Jeffrey G Ong1, Nikki S Lim-Ashworth1, Yoon P Ooi1,2, Jillian S Boon1, Rebecca P Ang3, Dion H Goh4, Say H Ong1, Daniel S Fung1.
Abstract
BACKGROUND: The rapid advancement in media technology has radically changed the way we learn and interact with one another. Games, with their engaging and interactive approach, hold promise in the delivery of knowledge and building of skills. This has potential in child and adolescent mental health work, where the lack of insight and motivation for therapy are major barriers to treatment. However, research on the use of serious games in mental health interventions for children and adolescents is still in its infancy.Entities:
Keywords: anger management; mental health; mobile app; video games
Year: 2019 PMID: 31066682 PMCID: PMC6530258 DOI: 10.2196/13242
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
List of RegnaTales apps.
| RegnaTales apps | Objectives | |
| Village of Lost Expressions | Learn to identify different feelings | |
| Rage Raver | Learn to distinguish between positive and negative thoughts; learn to identify bodily signs of anger; learn to replace negative thoughts with positive thoughts; learn deep breathing; learn guided imagery | |
| The Illusionist | Learn perspective taking; use of cognitive restructuring techniques; use of deep breathing; use of guided imagery; exposure to a variety of leisure activities to cope with anger | |
| Abaddon | Fighting fair; being firm; use of perspective taking; use of cognitive restructuring techniques; use of deep breathing; use of guided imagery; use of leisure activities to cope with anger | |
| RegnaTools | Anger coping skills | |
| TimeOut! | Daily monitoring of feelings and intensity; increase awareness of physiological symptoms; log of triggering events; trigger use of anger coping strategies when angry; feedback on the frequency of each feelings throughout the week; monitor use of anger coping strategies | |
Demographics of participants for each mobile app.
| Demographics | Typically developing (n=6) | Disruptive behavior disorder (n=6) | Total sample (n=12) | |||||
| Female | 1 | 1 | 2 | |||||
| Male | 5 | 5 | 10 | |||||
| Age (years), mean (SD) | 8.17 (1.72) | 8.5 (1.52) | 8.33 (1.56) | |||||
| Female | 2 | 2 | 4 | |||||
| Male | 4 | 4 | 8 | |||||
| Age (years), mean (SD) | 8.67 (2.16) | 10 (1.67) | 9.33 (1.97) | |||||
| Female | 5 | 0 | 5 | |||||
| Male | 2 | 5 | 7 | |||||
| Age (years), mean (SD) | 8.29 (1.6) | 9 (1.41) | 8.58 (1.51) | |||||
| Female | 3 | 0 | 3 | |||||
| Male | 3 | 6 | 9 | |||||
| Age (years), mean (SD) | 8 (2.28) | 9 (1.21) | 9.17 (2.12) | |||||
| Female | 3 | 0 | 3 | |||||
| Male | 3 | 6 | 9 | |||||
| Age (years), mean (SD) | 8.33 (1.97) | 9.33 (1.37) | 8.83 (1.7) | |||||
| Female | 6 | 0 | 6 | |||||
| Male | 0 | 6 | 6 | |||||
| Age (years), mean (SD) | 8.33 (1.86) | 8.67 (1.37) | 8.5 (1.57) | |||||
aTypically developing (n=7); disruptive behavior disorder (n=5).
Overall Reactive-Proactive Aggression Questionnaire scores before game play.
| Category | Reactive aggression, mean (SD) | Proactive aggression, mean (SD) | Overall aggression, mean (SD) |
| Typically developing | 0.68 (0.38) | 0.11 (0.18) | 0.38 (0.24) |
| Disruptive behavior disorder | 0.92 (0.39) | 0.32 (0.32) | 0.61 (0.30) |
Experienced fun scores.
| App name and partipicant category | Mean (SD) | |||
| 15 | .99 | |||
| Typically developing (n=6) | 4.67 (0.82) | |||
| Disruptive behavior disorder (n=6) | 4.33 (1.03) | |||
| Total sample (n=12) | 4.50 (0.90) | |||
| 9 | .18 | |||
| Typically developing (n=6) | 5 (0) | |||
| Disruptive behavior disorder (n=6) | 3.33 (1.97) | |||
| Total sample (n=12) | 4.17 (1.59) | |||
| 13 | .52 | |||
| Typically developing (n=7) | 4.71 (0.76) | |||
| Disruptive behavior disorder (n=5) | 4.20 (1.10) | |||
| Total sample (n=12) | 4.50 (0.90) | |||
| 14.5 | .73 | |||
| Typically developing (n=6) | 4.67 (0.82) | |||
| Disruptive behavior disorder (n=6) | 4.00 (1.67) | |||
| Total sample (n=12) | 4.33 (1.3) | |||
| 18 | .99 | |||
| Typically developing (n=6) | 4.67 (0.82) | |||
| Disruptive behavior disorder (n=6) | 4.67 (0.82) | |||
| Total sample (n=12) | 4.67 (0.78) | |||
| 15 | .99 | |||
| Typically developing (n=6) | 4.33 (1.03) | |||
| Disruptive behavior disorder (n=6) | 4.67 (0.82) | |||
| Total sample (n=12) | 4.50 (0.90) | |||
Figure 1Positive attributes of the RegnaTales mobile apps.
Figure 2Negative attributes of the RegnaTales mobile apps.
Figure 3Continued usage for mobile apps.
Curiosity scores.
| App name and partipicant category | Mean (SD) | |||
| 16 | .87 | |||
| Typically developing (n=6) | 4.25 (0.88) | |||
| Disruptive behavior disorder (n=6) | 4.42 (0.66) | |||
| Total sample (n=12) | 4.33 (0.75) | |||
| 15.5 | .99 | |||
| Typically developing (n=6) | 4.33 (1.63) | |||
| Disruptive behavior disorder (n=6) | 3.75 (1.94) | |||
| Total sample (n=12) | 4.04 (1.74) | |||
| 11 | .41 | |||
| Typically developing (n=7) | 4.86 (0.24) | |||
| Disruptive behavior disorder (n=5) | 4.10 (1.47) | |||
| Total sample (n=12) | 4.54 (0.99) | |||
| 10 | .17 | |||
| Typically developing (n=6) | 4.33 (1.21) | |||
| Disruptive behavior disorder (n=6) | 4.17 (0.41) | |||
| Total sample (n=12) | 4.25 (0.87) | |||
Perceived playability scores.
| App name and partipicant category | Mean (SD) | |||
| 14.5 | .62 | |||
| Typically developing (n=6) | 3.89 (0.53) | |||
| Disruptive behavior disorder (n=6) | 4.00 (0.72) | |||
| Total sample (n=12) | 3.94 (0.60) | |||
| 17 | .92 | |||
| Typically developing (n=6) | 3.94 (0.97) | |||
| Disruptive behavior disorder (n=6) | 3.87 (1.11) | |||
| Total sample (n=12) | 3.91 (0.99) | |||
| 13.5 | .56 | |||
| Typically developing (n=7) | 4.54 (0.35) | |||
| Disruptive behavior disorder (n=5) | 4.04 (1.09) | |||
| Total sample (n=12) | 4.33 (0.75) | |||
| 12.5 | .42 | |||
| Typically developing (n=6) | 4.13 (0.63) | |||
| Disruptive behavior disorder (n=6) | 3.85 (0.45) | |||
| Total sample (n=12) | 3.99 (0.54) | |||
| 9.5 | .20 | |||
| Typically developing (n=6) | 4.08 (0.62) | |||
| Disruptive behavior disorder (n=6) | 4.54 (0.45) | |||
| Total sample (n=12) | 4.31 (0.57) | |||
| 17.5 | .94 | |||
| Typically developing (n=6) | 4.31 (0.45) | |||
| Disruptive behavior disorder (n=6) | 4.33 (0.66) | |||
| Total sample (n=12) | 4.32 (0.54) | |||
Figure 4Perceived playability for mobile apps.
Perceived impact scores.
| Perceived impact | Typically developing (n=6), mean (SD) | Disruptive behavior disorder (n=6), mean (SD) | Total sample (n=12), mean (SD) |
| RegnaTools | 4.33 (0.48) | 4.47 (0.39) | 4.40 (0.43) |
| TimeOut! | 4.40 (0.64) | 4.50 (0.64) | 4.45 (0.62) |
Descriptive statistics and paired Z test analyses for Reactive-Proactive Aggression Questionnaire.
| App name and aggression level | Before game, mean (SD) | After game, mean (SD) | |||||||
| Reactive aggression | 0.98 (0.40) | 0.83 (0.43) | −2.0 | .06 | |||||
| Proactive aggression | 0.26 (0.22) | 0.23 (0.23) | −0.49 | .68 | |||||
| Overall aggression | 0.60 (0.27) | 0.52 (0.29) | −1.85 | .07 | |||||
| Reactive aggression | 0.84 (0.49) | 0.40 (0.27) | −2.95 | .001 | |||||
| Proactive aggression | 0.36 (0.42) | 0.51 (0.37) | −1.49 | .15 | |||||
| Overall aggression | 0.59 (0.42) | 0.46 (0.31) | −1.89 | .07 | |||||
| Reactive aggression | 0.61 (0.41) | 0.52 (0.48) | −1.22 | .31 | |||||
| Proactive aggression | 0.15 (0.28) | 0.17 (0.23) | −0.94 | .42 | |||||
| Overall aggression | 0.37 (0.29) | 0.34 (0.31) | −1.27 | .23 | |||||
| Reactive aggression | 0.90 (0.37) | 0.65 (0.40) | −2.52 | .008 | |||||
| Proactive aggression | 0.18 (0.23) | 0.15 (0.22) | −0.32 | .88 | |||||
| Overall aggression | 0.52 (0.24) | 0.39 (0.26) | −2.52 | .008 | |||||
| Reactive aggression | 0.70 (0.42) | 0.53 (0.41) | −2.16 | .03 | |||||
| Proactive aggression | 0.23 (0.27) | 0.19 (0.32) | −0.14 | .98 | |||||
| Overall aggression | 0.45 (0.28) | 0.35 (0.29) | −2.14 | .03 | |||||
| Reactive aggression | 0.79 (0.26) | 0.70 (0.29) | −1.43 | .17 | |||||
| Proactive aggression | 0.12 (0.16) | 0.08 (0.12) | −1.69 | .10 | |||||
| Overall aggression | 0.44 (0.19) | 0.38 (0.18) | −0.85 | .53 | |||||
Descriptive statistics and paired Z test analyses for Reactive-Proactive Aggression Questionnaire according to condition.
| App name and aggression level | Before game, mean (SD) | After game, mean (SD) | ||||
| Reactive aggression | 1.17 (0.46) | 1.00 (0.55) | −1.29 | .38 | ||
| Proactive aggression | 0.28 (0.26) | 0.19 (0.25) | −1.84 | .13 | ||
| Overall aggression | 0.70 (0.32) | 0.58 (0.38) | −2.03 | .06 | ||
| Reactive aggression | 0.79 (0.23) | 0.67 (0.21) | −1.60 | .25 | ||
| Proactive aggression | 0.24 (0.21) | 0.26 (0.21) | −0.56 | .75 | ||
| Overall aggression | 0.50 (0.18) | 0.46 (0.16) | −0.41 | .81 | ||
| Reactive aggression | 0.56 (0.07) | 0.29 (0.19) | –2.26 | .03 | ||
| Proactive aggression | 0.08 (0.09) | 0.35 (0.18) | –2.06 | .06 | ||
| Overall aggression | 0.31 (0.05) | 0.32 (0.13) | 0 | .99 | ||
| Reactive aggression | 1.12 (0.58) | 0.52 (0.31) | −2.02 | .06 | ||
| Proactive aggression | 0.64 (0.44) | 0.68 (0.45) | −0.41 | .81 | ||
| Overall aggression | 0.87 (0.44) | 0.60 (0.38) | −2.02 | .06 | ||
| Reactive aggression | 0.56 (0.41) | 0.51 (0.40) | −1.41 | .50 | ||
| Proactive aggression | 0.01 (0.03) | 0.05 (0.09) | −0.82 | .75 | ||
| Overall aggression | 0.27 (0.21) | 0.27 (0.22) | −0.37 | .88 | ||
| Reactive aggression | 0.67 (0.44) | 0.53 (0.63) | −1.07 | .50 | ||
| Proactive aggression | 0.33 (0.38) | 0.35 (0.25) | −0.37 | .88 | ||
| Overall aggression | 0.50 (0.37) | 0.43 (0.42) | −1.07 | .50 | ||
| Reactive aggression | 0.77 (0.35) | 0.48 (0.36) | −2.02 | .06 | ||
| Proactive aggression | 0.11 (0.15) | 0.01 (0.03) | −1.34 | .50 | ||
| Overall aggression | 0.43 (0.22) | 0.24 (0.16) | −2.02 | .06 | ||
| Reactive aggression | 1.09 (0.34) | 0.89 (0.37) | −1.60 | .25 | ||
| Proactive aggression | 0.27 (0.32) | 0.35 (0.22) | −1.29 | .38 | ||
| Overall aggression | 0.66 (0.23) | 0.61 (0.23) | −1.60 | .25 | ||
| Reactive aggression | 0.45 (0.34) | 0.41 (0.46) | −0.55 | .75 | ||
| Proactive aggression | 0.15 (0.26) | 0.06 (0.10) | −0.54 | .75 | ||
| Overall aggression | 0.30 (0.21) | 0.22 (0.22) | −0.55 | .75 | ||
| Reactive aggression | 0.94 (0.37) | 0.65 (0.35) | −2.21 | .03 | ||
| Proactive aggression | 0.31 (0.28) | 0.32 (0.41) | −0.27 | .94 | ||
| Overall aggression | 0.61 (0.27) | 0.48 (0.31) | −2.20 | .03 | ||
| Reactive aggression | 0.61 (0.09) | 0.56 (0.18) | −0.74 | .63 | ||
| Proactive aggression | 0.03 (0.04) | 0.03 (0.07) | −0.45 | .99 | ||
| Overall aggression | 0.30 (0.04) | 0.28 (0.10) | −0.55 | .75 | ||
| Reactive aggression | 0.97 (0.25) | 0.85 (0.31) | −1.09 | .38 | ||
| Proactive aggression | 0.21 (0.19) | 0.14 (0.15) | −1.29 | .38 | ||
| Overall aggression | 0.57 (0.19) | 0.48 (0.20) | −1.57 | .16 | ||
aTD: typically developing.
bDBD: disruptive behavior disorder.