| Literature DB >> 35327777 |
Wen Huei Chou1, Han-Xing Chen1,2, Ching-Chih Hsu1.
Abstract
Nighttime fear is common among children and may negatively affect their growth. Given the positive role of digital games in regulating children's emotions, in this study, we proposed principles for the design of a digital game to alleviate children's nighttime fears and developed a game prototype based on a survey of children and their parents. In order to verify whether digital games can reduce children's fears, the Koala Fear Questionnaire (KFQ) was used to assess the effectiveness of the game prototype in an experiment. We adopted a quasi-experimental design with non-randomized samples, including 47 subjects in the experimental group (EG) and 49 subjects in the control group (CG). The results of the analysis show that the children in the EG displayed an obvious decrease in their fear of the objects that appeared in the game. Moreover, for some children with a moderate level of fear, playing digital games could significantly reduce their fear. Therefore, this preliminary study suggests that digital games have a positive effect on alleviating children's nighttime fears.Entities:
Keywords: adventure game; child’s fear; digital game design; nighttime fear
Year: 2022 PMID: 35327777 PMCID: PMC8947632 DOI: 10.3390/children9030405
Source DB: PubMed Journal: Children (Basel) ISSN: 2227-9067
Figure 1Research phase flow chart.
Outline of the focus group interview (FGI) for parents.
| Dimension | Question |
|---|---|
| Children’s sleep situation | 1. Can your children fall asleep alone? |
| The causes of nighttime fear and the degree of anxiety | 1. Do you know what children fear when they cannot sleep? |
| Coping methods | 1. How do you help children when they cannot sleep alone? |
Interviewee information.
| Code | Gender | Age | Kinship | Age of Child | Gender of Child | Sibling |
|---|---|---|---|---|---|---|
| A | F 1 | 35 | Mother | 8 | M | Yes |
| B | F | 35 | Mother | 7 | F | Yes |
| C | F | 35 | Mother | 7 | F | Yes |
| D | F | 42 | Mother | 9 | M | Yes |
| E | F | 39 | Mother | 7 | F | Yes |
| F | F | 31 | Aunt | 10 | M | No |
| G | M 2 | 39 | Father | 7 | M | Yes |
1 F = Female; 2 M = Male.
Children’s nighttime fear objects.
| Category | Fear Object |
|---|---|
| Intruder | Thieves, kidnappers |
| Fictional creatures | Ghosts, monsters, zombies, vampires, mummies, skeletons of the dead, dinosaurs |
| Dreams | Scary dreams |
| Environmental threats | Darkness, storms, the sound of knocking, the sound of wind blowing, shadows in the room |
| Animals | Spiders, dogs, lions, tigers, snakes, cockroaches, hornets |
| Fearful thoughts | Threats to personal life, fear of parents’ death, loneliness |
Figure 2Koala Fear Questionnaire (KFQ) example.
Information on the subjects.
| Group |
| Gender | Age (Year) | |||
|---|---|---|---|---|---|---|
| Male | Female | 8 | 9 | 10 | ||
| EG 1 | 47 | 22 | 25 | 4 | 26 | 17 |
| CG 2 | 49 | 27 | 22 | 8 | 27 | 14 |
1 EG = Experimental Group; 2 CG = Control Group.
Ranking of fear objects for different genders.
| Gender | Rank 1 | Rank 2 | Rank 3 |
|---|---|---|---|
| Male | Death; separation from parents (79.5%) | Thief (76.9%) | Kidnapper; zombie (74.4%) |
| Female | Kidnapper (89.4%) | Zombie; mummy (86.4%) | Hornet (85.8%) |
Ranking of fear objects for different ages.
| Age (Year) | Rank 1 | Rank 2 | Rank 3 |
|---|---|---|---|
| 8 | Death (100%) | Falling asleep alone (91.7%) | Kidnapper; thief; skeleton of the dead; hornet (83.3%) |
| 9 | Zombie (89.4%) | Mummy (86.4%) | Kidnapper (84.8%) |
| 10 | Thief; spider; death (87.5%) | Kidnapper (83.3%) | Snake; hornet (79.2%) |
Partial character settings.
| Role | Introduction |
|---|---|
| A player-operated character with the ability to jump, explore, and hide. | |
| He likes sweets and hates bitterness and can be beaten with coffee. | |
| He likes gardening. Helping him to grow flowers ends the game. |
Figure 3Operation of investigating and hiding.
Partial props.
| Prop | Gameplay |
|---|---|
| This allows players to see their surroundings so that they can explore. | |
| Players can hide behind this bear to avoid injury. | |
| Players need to find the third baby duck and return it to the mother duck to obtain the key prop. |
Mean and standard deviation of experimental data.
| Item | Pre-Test for the EG 1 | Post-Test for the EG | Pre-Test for the CG 2 | Post-Test for the CG |
|---|---|---|---|---|
| 1. Kidnapper | 2.32 (0.747) | 2.09 (0.794) | 2.37 (0.691) | 2.14 (0.700) |
| 2. Thief | 2.15 (0.771) | 2.02 (0.812) | 2.41 (0.697) | 2.33 (0.711) |
| 3. Ghost | 2.21 (0.898) | 1.64 (0.810) | 1.98 (0.769) | 1.94 (0.793) |
| 4. Monster | 1.94 (0.783) | 1.60 (0.762) | 1.78 (0.789) | 1.82 (0.825) |
| 5. Zombie | 2.51 (0.768) | 1.98 (0.887) | 2.14 (0.782) | 2.06 (0.793) |
| 6. Vampire | 1.94 (0.861) | 1.66 (0.806) | 2.20 (0.857) | 2.06 (0.818) |
| 7. Mummy | 1.96 (0.898) | 1.81 (0.816) | 1.94 (0.767) | 1.94 (0.867) |
| 8. Skeleton | 2.15 (0.875) | 1.94 (0.885) | 1.82 (0.849) | 1.90 (0.931) |
| 9. Dinosaur | 1.49 (0.740) | 1.40 (0.704) | 1.61 (0.803) | 1.67 (0.766) |
| 10. Darkness | 1.72 (0.791) | 1.62 (0.759) | 1.69 (0.788) | 1.63 (0.800) |
| 11. Storm | 1.40 (0.641) | 1.47 (0.680) | 1.16 (0.370) | 1.20 (0.403) |
| 12. Sound of knocking | 1.77 (0.778) | 1.70 (0.741) | 1.43 (0.571) | 1.43 (0.639) |
| 13. Sound of wind blowing | 1.32 (0.510) | 1.34 (0.517) | 1.33 (0.549) | 1.29 (0.452) |
| 14. Shadow in the room | 1.57 (0.792) | 1.55 (0.738) | 1.55 (0.672) | 1.55 (0.702) |
| 15. Dog | 1.72 (0.817) | 1.62 (0.759) | 1.67 (0.711) | 1.78 (0.736) |
| 16. Lion | 1.91 (0.767) | 1.83 (0.833) | 2.22 (0.763) | 2.16 (0.765) |
| 17. Tiger | 2.00 (0.825) | 1.83 (0.833) | 2.18 (0.747) | 2.27 (0.750) |
| 18. Snake | 2.19 (0.762) | 2.13 (0.789) | 2.31 (0.676) | 2.22 (0.763) |
| 19. Spider | 2.23 (0.831) | 2.19 (0.866) | 1.90 (0.789) | 1.92 (0.778) |
| 20. Cockroach | 2.21 (0.797) | 2.13 (0.815) | 1.92 (0.829) | 1.84 (0.841) |
| 21. Hornet | 2.57 (0.574) | 2.45 (0.646) | 2.24 (0.821) | 2.14 (0.756) |
| 22. Death | 2.55 (0.612) | 2.32 (0.747) | 2.39 (0.828) | 2.22 (0.863) |
| 23. Separation from parents | 2.47 (0.739) | 2.11 (0.805) | 2.35 (0.797) | 2.24 (0.796) |
| 24. Sleep alone | 2.00 (0.825) | 1.79 (0.849) | 1.69 (0.788) | 1.63 (0.720) |
| Total Score | 48.32 (11.620) | 44.19 (13.010) | 46.29 (8.734) | 45.39 (9.795) |
1 EG = Experimental Group; 2 CG = Control Group.
Paired samples t-test of items in the experimental group and the control group.
| Item |
|
| Item |
|
|
|---|---|---|---|---|---|
| 1. Kidnapper | −0.082 | 0.935 | 13. Sound of wind blowing | 0.678 | 0.499 |
| 2. Thief | −0.350 | 0.727 | 14. Shadow in the room | −0.162 | 0.872 |
| 3. Ghost | −3.654 | 0.000 * | 15. Dog | −1.906 | 0.060 |
| 4. Monster | −3.150 | 0.002 * | 16. Lion | −0.220 | 0.826 |
| 5. Zombie | −3.152 | 0.002 * | 17. Tiger | −2.331 | 0.022 * |
| 6. Vampire | −1.005 | 0.318 | 18. Snake | 0.136 | 0.892 |
| 7. Mummy | −1.032 | 0.305 | 19. Spider | −0.688 | 0.493 |
| 8. Skeleton | −2.263 | 0.026 * | 20. Cockroach | −0.033 | 0.974 |
| 9. Dinosaur | −1.151 | 0.253 | 21. Hornet | −0.223 | 0.824 |
| 10. Darkness | −0.342 | 0.733 | 22. Death | −0.524 | 0.601 |
| 11. Storm | 0.253 | 0.801 | 23. Separation from parents | −2.528 | 0.014 * |
| 12. Sound of knocking | −0.580 | 0.563 | 24. Sleep alone | −1.498 | 0.138 |
| Total score | −2.473 | 0.016 |
* Significance reached (p-value < 0.05).
Conditional effect of group on the post-test at values of the pre-test.
| Pre-Test Score | Effect | |
|---|---|---|
| 24.0000 | −1.7145 | 0.6043 |
| 30.7500 | −2.1228 | 0.3995 |
| 35.2500 | −2.3949 | 0.2404 |
| 42.6212 | −2.8408 | 0.0500 * |
| 48.7500 | −3.2115 | 0.0174 * |
| 51.0000 | −3.3476 | 0.0194 * |
| 57.2942 | −3.7282 | 0.0500 * |
| 60.0000 | −3.8919 | 0.0731 |
| 64.5000 | −4.1641 | 0.1182 |
| 69.0000 | −4.4362 | 0.1647 |
* Significance reached (p-value < 0.05).
Figure 4Relationship between the pre-test score and significance.