| Literature DB >> 31617849 |
Darlinton Barbosa Feres Carvalho1, Daniel Bueno Domingueti1, Sandro Martins De Almeida Santos2, Diego Roberto Colombo Dias1.
Abstract
BACKGROUND: Alcohol abuse is the primary cause of (public) health problems in most parts of the world. However, it is undeniable that alcohol consumption is a practice that is widely accepted socially in many places, even being protected by law as a cultural and historical heritage. The issue of alcohol abuse is complex and urgent, and consequently, it is necessary to create innovative approaches such as the proposal explored in this study.Entities:
Keywords: alcohol abuse; proof of concept evaluation; serious game; software design
Year: 2019 PMID: 31617849 PMCID: PMC6819970 DOI: 10.2196/11151
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Risk level scores with regard to alcohol consumption behavior according to the Alcohol Use Disorders Identification Test assessment.
| Score | Risk level |
| 0-7 | Inexistent: low-level drinking or abstinence |
| 8-15 | Low: alcohol use in excess of low-risk guidelines |
| 16-19 | Medium: harmful and hazardous drinking |
| Over 20 | High: alcohol dependence |
Figure 1Two screens of the proposed game: (left) first screen; (right) about the game screen (in Portuguese).
Figure 2User interface with interaction elements positioning: (left) game play screen; (right) sensible areas of the interface for user interaction.
Figure 3Enemy movement lanes in the game screen.
Core Game Experience Questionnaire components and response options.
| Core Game Experience Questionnaire components | Response options |
| Immersion |
I was interested in the game’s story It was aesthetically pleasing I felt imaginative I felt that I could explore things I found it impressive It felt like a rich experience |
| Flow |
I was fully occupied with the game I forgot everything around me I lost track of time I was deeply concentrated on the game I lost connection with the outside world |
| Competence |
I felt skillful I felt competent I was good at it I felt successful I enjoyed it |
| Negative affect |
It gave me a bad mood I thought about other things I found it tiresome I felt bored |
| Tesnion |
I felt annoyed I felt irritable I felt frustrated |
| Challenge |
I thought it was hard I felt pressured I felt challenged I felt time pressure I had to put a lot of effort into it |
Postgame Game Experience Questionnaire components and response options.
| Postgame Game Experience Questionnaire components | Response options |
| Positive affect |
I felt revived It felt like a victory I felt energized I felt satisfied I felt powerful I felt proud |
| Negative affect |
I felt bad I felt guilty I found it a waste of time I felt that I could have done more useful things I felt regret I felt ashamed |
| Tiredness |
I felt exhausted I felt weary |
| Returning to reality |
I found it hard to get back to reality I felt disoriented I had a sense that I had returned from a journey |
Core Game Experience Questionnaire average scores for the 3 classes.
| Core Game Experience Questionnaire | Nonhabitual players, mean | Habitual players, mean | Total, mean |
| Negative affect | 1.25 | 0.69 | 1.03 |
| Positive affect | 1.61 | 2.80 | 2.08 |
| Challenge | 1.33 | 1.16 | 1.26 |
| Tension | 0.81 | 0.37 | 0.64 |
| Flow | 1.54 | 1.89 | 1.68 |
| Immersion | 1.44 | 1.96 | 1.64 |
| Competence | 1.54 | 2.18 | 1.79 |
Postgame Game Experience Questionnaire average scores for the 3 classes.
| Core Game Experience Questionnaire | Nonhabitual players, mean | Habitual players, mean | Total, mean |
| Positive affect | 0.75 | 1.17 | 0.95 |
| Negative affect | 0.50 | 0.20 | 0.40 |
| Returning to reality | 0.68 | 0.68 | 0.43 |
| Tiredness | 0.43 | 0.48 | 0.47 |
The average of usability aspects based on evaluation.
| Aspect | Values (mean) |
| Game control | 2.86 |
| Graphics and audio resources | 3.09 |
| Available information | 2.05 |