| Literature DB >> 35588056 |
Rina R Wehbe1,2,3, Colin Whaley3,4,5, Yasaman Eskandari2,3,5,6, Ally Suarez2,3,7,8, Lennart E Nacke3,8, Jessica Hammer9, Edward Lank2,10.
Abstract
BACKGROUND: Although in many contexts unsuccessful games targeting learning, social interaction, or behavioral change have few downsides, when covering a sensitive domain such as mental health (MH), care must be taken to avoid harm and stigmatization of people who live with MH conditions. As a result, evaluation of the game to identify benefits and risks is crucial in understanding the game's success; however, assessment of these apps is often compared with the nongame control condition, resulting in findings specifically regarding entertainment value and user preferences. Research exploring the design process, integrating field experts, and guidelines for designing a successful serious game for sensitive topics is limited.Entities:
Keywords: empirical analysis; expert participants; game design; games for change; games for mental health; human–computer interaction; sensitive topics
Year: 2022 PMID: 35588056 PMCID: PMC9164096 DOI: 10.2196/21376
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 3.364
Figure 1An image of the app, which comprises part of the gameplay space [17,59].
Figure 2The card types in the game [17,59].
Figure 3The treatment cards come together to symbolize the complexity of treatment plans, which usually comprise multiple interventions or habit-changing efforts [17,59].
Figure 4A picture of the game in play using the bring-your-own-device policy. Note that the game is played open-handed [17,59].
Participants’ occupation.
| Demographic type and ID | Demographic information | ||
|
| |||
|
| MH1 | Clinical and counseling psychologist | |
|
| MH2 | Registered practical nurse | |
|
| MH3 | Chaplain (hospital) | |
|
| MH4 | School guidance counselor | |
|
| MH5 | Psychology professor | |
|
| MH6 | Clinical psychology lecturer | |
|
| MH7 | Occupational therapist | |
|
| |||
|
| GD1 | Game designer and experience designer | |
|
| GD2 | Game designer | |
|
| GD3 | Game designer | |
|
| GD4 | Experience designer | |
|
| GD5 | Game producer | |
|
| GD6 | Game designer and programmer | |
|
| GD7 | Senior user experience professional | |
Qualitative coding reference table.
| Theme and major code | Description of major code | Clinical or medical | GDa or UXb | Minor codes | |
|
| |||||
|
| Security and privacy | Owing to sensitivity of the data, precautions on how it is stored and accessed and how participants feel about sharing their information (Do they feel safe and trusting of the system and other players?) | 58 | 54 | Anonymity, privacy, risks, safety and vulnerability, sensitive information, checkpoints, and sharing |
|
| Social dimensions | The social environment surrounding the game, including how participants feel (awkwardness and tension), talk to each other, room atmosphere, and the resulting consequences (ie, quality of conversation, fear of being incorrect, or challenging or correcting others). | 72 | 49 | Social environment, wrongness, conversation facilitation, and awkwardness |
|
| Facilitator | Facilitator role or game leader role as it is needed or as the game is designed. | 21 | 40 | Authority, facilitator, and facilitator skill |
|
| Clinical value or outcomes | The outcome of the game as it applies to players leaving the game (What did they learn? Did it affect their thoughts or behaviors?) | 83 | 92 | Game outcome and clinical effects |
|
| |||||
|
| Community | The ability of the game to create a connected environment within a community. In this category, we refer to the community as a group with a clinical facilitator. | 41 | 18 | Clinical and community value of game |
|
| Target | Who is the target population (age and familiarity with content) and what are their relation to each other? How does that affect the design of the game? | 66 | 40 | Population and age |
|
| Replay or customization | Features adding to replay value or customization of the game. | 11 | 24 | Customization for player, clinician, or facilitator and replay value of game |
|
| Content | The content of the game, specifically the density, depth, and breadth of the information. | 90 | 87 | Content of resources, game content, data dense, and data sparse |
|
| Learning system | How learning is approached, handled, and reinforced. In this category we are specific to the learner (not the facilitator role). | 60 | 42 | Learning, scaffolding, pedagogy, question structure, presentation of content, and reinforcing |
|
| |||||
|
| GD | How the game is designed and the game’s attitude (ie, fun or cooperative). | 103 | 163 | Pacing, simplicity, fictional person and narrative, cooperative vs competitive goals, impact chain, strategy, analogy, and random |
|
| Technical design | The design of the app itself (void of all learning and game elements). Here we refer to the technical elements of the interface (navigation, buttons, etc). | 33 | 43 | Mechanic of typing, keyboard accessibility, and input methods; autonomy; navigation of app; coordination; syncing; and hard to reference |
|
| Onboarding | Onboarding procedures and clarity of instructions for both the facilitator and the learner. | 22 | 28 | Onboarding and instruction clarity |
aGD: game design.
bUX: user experience.