Abstract

Human-Computer Interaction researchers have explored how online communities can be leveraged for peer support, but general disinterest and a lack of engagement have emerged as substantial barriers to their use in practice. To address this gap, we designed Merlynne, a serious game that seeks to motivate individuals to support peers through Cognitive Behavioural Therapy (CBT). Our game explored use of the Proteus Effect - a phenomenon where players adopt characteristics of their in-game avatar - to motivate peer support through stereotyped 'helpful' and 'unhelpful' avatars. We then conducted a mixed-methods, exploratory study to investigate its design. We found that our game successfully motivated players to offer peer support, despite the substantial emotional labour required by CBT. However, we were not able to replicate the Proteus Effect, and did not find differences in that support based on a player's avatar. In reflecting on our findings, we discuss design challenges and considerations for the use of serious games to motivate participation in mental health support, including: fatigue, a player's need for self-expression and to relate to those they are supporting, and ludonarrative dissonance.
Supplemental Material
- William and Irwin and Gregory Bassham. 2003. Depression, Informal Fallacies, and Cognitive Therapy. Inquiry: Critical Thinking Across the Disciplines 21, 3 (2003), 15--21. https://doi.org/10.5840/inquiryctnews200321335Google Scholar
Cross Ref
- Gerhard Andersson. 2014. The internet and CBT : a clinical guide. CRC Press, Linkoping, Sweden. 154 pages.Google Scholar
- Susan J Andreae, Lynn J Andreae, Joshua S Richman, Andrea L Cherrington, and MonikaMSafford. 2020. Peer-delivered cognitive behavioral training to improve functioning in patients with diabetes: a cluster-randomized trial. The Annals of Family Medicine 18, 1 (2020), 15--23. Proc. ACM Hum.-Comput. Interact., Vol. 5, No. CHI PLAY, Article 250. Publication date: September 2021. 250:20 Tina Chan et al.Google Scholar
Cross Ref
- Erin Ash. 2015. Priming or Proteus Effect?: Examining the Effects of Avatar Race on In-Game Behavior and Post- Play Aggressive Cognition and Affect in Video Games. Games and Culture 11 (02 2015). https://doi.org/10.1177/ 1555412014568870Google Scholar
- Titus Barik, Emerson Murphy-Hill, and Thomas Zimmermann. 2016. A perspective on blending programming environments and games: Beyond points, badges, and leaderboards. In 2016 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC). IEEE, Cambridge, UK, 134--142. https://doi.org/10.1109/VLHCC.2016.7739676Google Scholar
Cross Ref
- Daniel Robert Bateman, Erin Brady, David Wilkerson, Eun-Hye Yi, Yamini Karanam, and Christopher M Callahan. 2017. Comparing Crowdsourcing and Friendsourcing: A Social Media-Based Feasibility Study to Support Alzheimer Disease Caregivers. JMIR Research Protocols 6, 4 (2017), e56. https://doi.org/10.2196/resprot.6904Google Scholar
Cross Ref
- Aaron Beck. 2007. https://beckinstitute.org/does-cognitive-therapy-cognitive-behavior-therapy/Google Scholar
- A. T. Beck, A. J. Rush, B. F. Shaw, and G. Emery. 1979. Cognitive Theory of Depression. The Guilford Press, New York, NY.Google Scholar
- Melissa F. Bernstein, Samantha E. Cinnick, Emily Franzosa, Marita K. Murrman, and Nicholas Freudenberg. 2019. Rationale and Design of Distance-Based Training to Persuade Local Health Department Employees that Addressing Social Determinants of Health Is Their Job, Too. Journal of Public Health Management and Practice 25, 5 (2019), 448--453. https://doi.org/10.1097/phh.0000000000000827Google Scholar
Cross Ref
- Max V. Birk and Regan L. Mandryk. 2018. Combating Attrition in Digital Self-Improvement Programs Using Avatar Customization. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (Montreal QC, Canada) (CHI '18). ACM, New York, NY, USA, Article 660, 15 pages. https://doi.org/10.1145/3173574.3174234Google Scholar
Digital Library
- BotHub. 2016. KokoBot. https://bot-hub.com/bots/KokoBot. Accessed: 2019-08--30.Google Scholar
- Virginia Braun and Victoria Clarke. 2006. Using thematic analysis in psychology. Qualitative Research in Psychology 3, 2 (jan 2006), 77--101. https://doi.org/10.1191/1478088706qp063oaGoogle Scholar
Cross Ref
- Virginia Braun and Victoria Clarke. 2017. Thematic analysis - The University of Auckland. https://www.psych. auckland.ac.nz/en/about/our-research/research-groups/thematic-analysis.htmlGoogle Scholar
- June S.L. Brown, Sara Evans-Lacko, Lisa Aschan, Max J. Henderson, Stephani L. Hatch, and Matthew Hotopf. 2014. Seeking informal and formal help for mental health problems in the community: A secondary analysis from a psychiatric morbidity survey in South London. BMC Psychiatry 14, Article 275 (2014), 15 pages. Issue 1. https: //doi.org/10.1186/s12888-014-0275-yGoogle Scholar
Cross Ref
- Amy Bruckman. 2002. Studying the amateur artist:Aperspective on disguising data collected in human subjects research on the Internet. Ethics and Information Technology 4, 3 (2002), 217--231. https://doi.org/10.1023/A:1021316409277Google Scholar
Digital Library
- Jane Burns, Marianne Webb, Lauren A Durkin, and Ian Hickie. 2010. Reach Out Central: a serious game designed to engage young men to improve mental health and wellbeing. The Medical journal of Australia 192 (06 2010), S27--30.Google Scholar
- Kelly Caine. 2016. Local Standards for Sample Size at CHI. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (San Jose, California, USA) (CHI'16). Association for Computing Machinery, New York, NY, USA, 981-992. https://doi.org/10.1145/2858036.2858498Google Scholar
Digital Library
- Long Ting Chan and James R. Wallace. 2018. Changing Peer Support Attitudes with Avatar-based Gamification. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems (Montreal QC, Canada) (CHI EA '18). ACM, New York, NY, USA, Article LBW566, 5 pages. https://doi.org/10.1145/3170427.3188497Google Scholar
- Colleen Clark, Blake Barrett, Autumn Frei, and Annette Christy. 2016. What makes a peer a peer. Psychiatric Rehabilitation Journal 39, 1 (2016), 74--76. https://doi.org/10.1037/prj0000147Google Scholar
Cross Ref
- J Cohen. 1988. Statistical power analysis for the behavioral sciences, 2nd edn. Erbaum Press, Hillsdale, NJ, USA.Google Scholar
- John W. Creswell and Vicki L. Plano Clark. 2018. Designing and Conducting Mixed Methods Research (4th ed.). SAGE, 2455 Teller Road, Thousand Oaks, California.Google Scholar
- Kathryn P Davison, James W Pennebaker, and Sally S Dickerson. 2000. Who Talks? The Social Psychology of Illness Support Groups. American Psychologist 55, 2 (2000), 2015--217. https://doi.org/10.1037//0003-066X.55.2.205Google Scholar
Cross Ref
- Zsófia Demjén. 2018. Complexity theory and conversational humour: Tracing the birth and decline of a running joke in an online cancer support community. Journal of Pragmatics 133 (2018), 93--104. https://doi.org/10.1016/j.pragma. 2018.06.001Google Scholar
Cross Ref
- Sebastian Deterding, Miguel Sicart, Lennart Nacke, Kenton O'Hara, and Dan Dixon. 2011. Gamification. Using Game- Design Elements in Non-Gaming Contexts. In CHI '11 Extended Abstracts on Human Factors in Computing Systems (Vancouver, BC, Canada) (CHI EA '11). Association for Computing Machinery, New York, NY, USA, 2425-2428. https://doi.org/10.1145/1979742.1979575Google Scholar
- Bryan Dosono and Bryan Semaan. 2019. Moderation Practices As Emotional Labor in Sustaining Online Communities: The Case of AAPI Identity Work on Reddit. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (Glasgow, Scotland Uk) (CHI '19). ACM, New York, NY, USA, Article 142, 13 pages. https://doi.org/10.1145/ 3290605.3300372 Proc. ACM Hum.-Comput. Interact., Vol. 5, No. CHI PLAY, Article 250. Publication date: September 2021. Merlynne 250:21Google Scholar
- Anders Drachen, Pejman Mirza-Babaei, and Lennart E. Nacke. 2018. Games user research. Oxford University Press, New York, NY. 1--524 pages. https://doi.org/10.1093/oso/9780198794844.001.0001Google Scholar
- R. A. Dunn and Rosanna E. Guadagno. 2010. Playing Me: A Study of Gender, Gameplay, and Game Preference Effects on Avatar Selection. In ICA 2010 Singapore. International Communication Association, Washington, DC, USA, 1--33.Google Scholar
- Men's Health Forum. 2014. How to make mental health services work for men. Technical Report. Centre for Men's Health at Leed's Beckett University, England, UK. https://www.menshealthforum.org.uk/sites/default/files/pdf/how_ to_mh_v4.1_lrweb_0.pdfGoogle Scholar
- Itzhak Gilat and Eyal Reshef. 2015. The perceived helpfulness of rendering emotional first aid via email. British Journal of Guidance & Counselling 43, 1 (2015), 94--104. https://doi.org/10.1080/03069885.2014.909006 arXiv:https://doi.org/10.1080/03069885.2014.909006Google Scholar
Cross Ref
- Greg Gillespie and Darren Crouse. 2012. There and back again: Nostalgia, art, and ideology in old-school dungeons and dragons. Games and Culture 7, 6 (2012), 441--470. https://doi.org/10.1177/1555412012465004Google Scholar
Cross Ref
- John Harris and Mark Hancock. 2018. Beam Me 'Round, Scotty! II: Reflections on Transforming Research Goals into Gameplay Mechanics. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (Melbourne, VIC, Australia) (CHI PLAY '18 Extended Abstracts). ACM, New York, NY, USA, 193--204. https://doi.org/10.1145/3270316.3273039Google Scholar
Digital Library
- Donald Hedeker and Robert D Gibbons. 2006. Longitudinal data analysis. Vol. 451. John Wiley & Sons, Hoboken, New Jersey.Google Scholar
- Stefan G Hofmann, Anu Asnaani, Imke J J Vonk, Alice T Sawyer, and Angela Fang. 2012. The Efficacy of Cognitive Behavioral Therapy: A Review of Meta-analyses. Cognitive therapy and research 36, 5 (oct 2012), 427--440. https: //doi.org/10.1007/s10608-012--9476--1Google Scholar
- Anne Holohan, Justyna Pyz, and Kamila Trochowska. 2018. Gaming for peace: Gender awareness training and the polish military. Security and Defence Quarterly 21, 4 (2018), 41--57. https://doi.org/10.5604/01.3001.0012.5179Google Scholar
Cross Ref
- Marvin Alexander Kalde. 2015. Behavioural changes through serious health games : a viable alternative to traditional treatments / techniques ?. In 6th IBA Bachelor Thesis Conference, November 5th, 2015. University of Twente, Enschede, The Netherlands, 12.Google Scholar
- Eva Kaltenthaler, Glenys Parry, Catherine Beverley, and Michael Ferriter. 2008. Computerised cognitive-behavioural therapy for depression: Systematic review. British Journal of Psychiatry 193, 3 (2008), 181--184. https://doi.org/10. 1192/bjp.bp.106.025981Google Scholar
Cross Ref
- Predrag Klasnja, Sunny Consolvo, and Wanda Pratt. 2011. How to Evaluate Technologies for Health Behavior Change in HCI Research. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Vancouver, BC, Canada) (CHI '11). Association for Computing Machinery, New York, NY, USA, 3063-3072. https://doi.org/10.1145/ 1978942.1979396Google Scholar
Digital Library
- Wendy Kliewer, Stephen J. Lepore, Alex Broquet, and Linda Zuba. 1990. Developmental and gender differences in anonymous support-seeking: Analysis of data from a community help line for children. American Journal of Community Psychology 18, 2 (1990), 333--339. https://doi.org/10.1007/BF00931308Google Scholar
Cross Ref
- Suresh Kp. 2011. An overview of randomization techniques: An unbiased assessment of outcome in clinical research. Journal of human reproductive sciences 4 (03 2011), 8--11. https://doi.org/10.4103/0974--1208.82352Google Scholar
- Emily G. Lattie, Rachel Kornfield, Kathryn E. Ringland, Renwen Zhang, Nathan Winquist, and Madhu Reddy. 2020. Designing Mental Health Technologies That Support the Social Ecosystem of College Students. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (Honolulu, HI, USA) (CHI '20). Association for Computing Machinery, New York, NY, USA, 1-15. https://doi.org/10.1145/3313831.3376362Google Scholar
Digital Library
- Mika Lehdonvirta, Yosuke Nagashima, Vili Lehdonvirta, and Akira Baba. 2012. The stoic male: How avatar gender affects help-seeking behavior in an online game. Games and Culture 7 (2012), 29--47. Issue 1. https://doi.org/10.1177/ 1555412012440307Google Scholar
Cross Ref
- Louise Lynch, Maggie Long, and Anne Moorhead. 2018. Young Men, Help-Seeking, and Mental Health Services: Exploring Barriers and Solutions. American journal of men's health 12, 1 (jan 2018), 138--149. https://doi.org/10.1177/ 1557988315619469Google Scholar
- Andrzej Marczewski. 2015. Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Desig. In Gamified UK. CreateSpace Independent Publishing Platform, Scotts Valley, California, 65--80. http://www.amazon. co.uk/Even-Ninja-Monkeys-Like-Play/dp/1514745666/Google Scholar
- Annette Markham. 2012. Fabrication as ethical practice: Qualitative inquiry in ambiguous internet contexts. Information, Communication & Society 15, 3 (2012), 334--353. https://doi.org/10.1080/1369118X.2011.641993Google Scholar
- Jim McCambridge, John Witton, and Diana R. Elbourne. 2013. Systematic review of the Hawthorne effect: new concepts are needed to study research participation effects. Journal of clinical epidemiology 67 (11 2013). https: //doi.org/10.1016/j.jclinepi.2013.08.015 Proc. ACM Hum.-Comput. Interact., Vol. 5, No. CHI PLAY, Article 250. Publication date: September 2021. 250:22 Tina Chan et al.Google Scholar
- Nora McDonald, Sarita Schoenebeck, and Andrea Forte. 2019. Reliability and Inter-rater Reliability in Qualitative Research: Norms and Guidelines for CSCW and HCI Practice. In Proc. ACM Hum.-Comput. Interact. 39. ACM, New York, NY, USA, 23.Google Scholar
Digital Library
- Shery Mead, David Hilton, and Laurie Curtis. 2001. Peer support: A theoretical perspective. Psychiatric Rehabilitation Journal 25, 2 (2001), 134--141. https://doi.org/10.1037/h0095032Google Scholar
Cross Ref
- Robert R Morris. 2015. Crowdsourcing Mental Health and Emotional Well-Being. Ph.D. Dissertation. Massachusetts Institute of Technology.Google Scholar
- Robert R. Morris, Kareem Kouddous, Rohan Kshirsagar, and Stephen M. Schueller. 2018. Towards an Artificially Empathic Conversational Agent for Mental Health Applications: System Design and User Perceptions. Journal of medical Internet research 20, 6 (2018), e10148. https://doi.org/10.2196/10148Google Scholar
- Scott Nicholson. 2015. A RECIPE for Meaningful Gamification. In Gamification in Education and Business. Springer International Publishing, Cham, 1--20. https://doi.org/10.1007/978--3--319--10208--5_1Google Scholar
- Gary S Nickell. 1998. The Helping Attitude Scale Gary. Annual Convention of the American Psychological Association 56563, 218 (1998), 1--10.Google Scholar
- Tunu Nkunya, Thinavan Periyayya, and Santhidran Sinappan. 2017. Enhancing the effectiveness of tobacco package warning labels: An elaboration likelihood perspective. SEARCH (Malaysia) 9, 2 (2017), 29--54.Google Scholar
- Kathleen O'Leary, Stephen M. Schueller, Jacob O. Wobbrock, and Wanda Pratt. 2018. "Suddenly, We Got to Become Therapists for Each Other": Designing Peer Support Chats for Mental Health. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (Montreal QC, Canada) (CHI '18). ACM, New York, NY, USA, Article 331, 14 pages. https://doi.org/10.1145/3173574.3173905Google Scholar
Digital Library
- World Health Organization et al. 2013. Mental Health Action Plan 2013--2020. Technical Report. World Health Organization. 1--44 pages. arXiv:NIHMS150003 http://apps.who.int/iris/bitstream/10665/89966/1/9789241506021{_}eng. pdf?ua=1{%}5Cnhttp://apps.who.int/iris/bitstream/10665/89966/1/9789241506021{_}eng.pdfGoogle Scholar
- Michelle Ortlipp. 2008. Keeping and Using Reflective Journals in the Qualitative Research Process. Qualitative Report 13, 4 (2008), 695--705. http://csaweb110v.csa.com/ids70/view{_}record.php?id=3{&}recnum=83{&}log=from{_}res{&}SID= 7ndsl0lqpq9t0qbm6m905dier3{&}mark{_}id=search{%}3A3{%}3A83{%}2C80{%}2C90Google Scholar
- Richard E. Petty and John T. Cacioppo. 1986. The elaboration likelihood model of persuasion. Advances in Experimental Social Psychology 19, C (1986), 123--205. https://doi.org/10.1016/S0065--2601(08)60214--2Google Scholar
- Paul N Pfeiffer, Brooke Pope, Marc Houck, Wendy Benn-Burton, Kara Zivin, Dara Ganoczy, H Myra Kim, Heather Walters, Lauren Emerson, C Beau Nelson, et al. 2020. Effectiveness of peer-supported computer-based CBT for depression among veterans in primary care. Psychiatric services 71, 3 (2020), 256--262.Google Scholar
- L.-M. Putz and H. Treiblmaier. 2015. Creating a theory-based research agenda for gamification. In 2015 Americas Conference on Information Systems, AMCIS 2015, Vol. 4. Association for Information Systems, Puerto Rico, Article 12, 13 pages.Google Scholar
- Horst W.J. Rittel and Melvin M. Webber. 1973. Dilemmas in a general theory of planning. Policy Sciences 4, 2 (1973), 155--169. https://doi.org/10.1007/BF01405730Google Scholar
Digital Library
- A M Roepke, J McGonigal, and R Broome. 2013. Getting SuperBetter: Using gameful technology to improve well-being. In Third World Congress on Positive Psychology, June 27--30, 2013, Los Angeles, CA. International Postive Psychology Association, Apple Valley, MN, USA, 110. https://doi.org/10.1037/e574802013--268Google Scholar
Cross Ref
- Sigalit Ronen and Ayala Malach Pines. 2008. Gender differences in engineers' burnout. Equal Opportunities International 27, 8 (2008), 677--691. https://doi.org/10.1108/02610150810916749Google Scholar
Cross Ref
- Zac E. Seidler, Simon M. Rice, Jo River, John L. Oliffe, and Haryana M. Dhillon. 2018. Men's Mental Health Services: The Case for a Masculinities Model. Journal of Men's Studies 26, 1 (2018), 92--104. https://doi.org/10.1177/1060826517729406Google Scholar
Cross Ref
- Brett Sherrick, Jennifer Hoewe, and T. FranklinWaddell. 2014. The role of stereotypical beliefs in gender-based activation of the Proteus effect. Computers in Human Behavior 38 (sep 2014), 17--24. https://doi.org/10.1016/J.CHB.2014.05.010Google Scholar
- Merry S.N., Stasiak K., Shepherd M., Frampton C., Fleming T., and Lucassen M.F.G. 2012. The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: Randomised controlled noninferiority trial. http://www.bmj.com/highwire/filestream/579896/field{_}highwire{_}article{_}pdf/0.pdf{%}5Cnhttp: //ovidsp.ovid.com/ovidweb.cgi?T=JS{&}PAGE=reference{&}D=emed10{&}NEWS=N{&}AN=2012292499Google Scholar
- Jane Speedy. 2000. The 'storied' helper: narrative ideas and practices in counselling and psychotherapy. European Journal of Psychotherapy & Counselling 3, 3 (2000), 361--374. https://doi.org/10.1080/13642530010012011Google Scholar
Cross Ref
- Bruce Struminger, Sanjeev Arora, Sarah Zalud-Cerrato, David Lowrance, and Tedd Ellerbrock. 2017. Building virtual communities of practice for health. The lancet 390, 10095 (2017), 632--634.Google Scholar
- Abhay Sukumaran, Stephanie Vezich, Melanie McHugh, and Clifford Nass. 2011. Normative Influences on Thoughtful Online Participation. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Vancouver, BC, Canada) (CHI '11). Association for Computing Machinery, New York, NY, USA, 3401-3410. https://doi.org/10. 1145/1978942.1979450 Proc. ACM Hum.-Comput. Interact., Vol. 5, No. CHI PLAY, Article 250. Publication date: September 2021. Merlynne 250:23Google Scholar
Digital Library
- Na Sun, Patrick Pei Luen Rau, and Liang Ma. 2014. Understanding lurkers in online communities: A literature review. Computers in Human Behavior 38 (2014), 110--117. https://doi.org/10.1016/j.chb.2014.05.022Google Scholar
Digital Library
- Alexander Tallner, Klaus Pfeifer, and Mathias Mäurer. 2016. Web-based interventions in multiple sclerosis: The potential of tele-rehabilitation. , 327--335 pages. https://doi.org/10.1177/1756285616640684Google Scholar
- Debbe Thompson, Tom Baranowski, Richard Buday, Janice Baranowski, Victoria Thompson, Russell Jago, and Melissa Juliano Griffith. 2010. Serious video games for health: How behavioral science guided the development of a serious video game. Simulation and Gaming 41, 4 (2010), 587--606. https://doi.org/10.1177/1046878108328087Google Scholar
Digital Library
- Weimin Toh and Weimin Toh. 2018. Ludonarrative Dissonance. In A Multimodal Approach to Video Games and the Player Experience. Routledge, New York, 49--74. https://doi.org/10.4324/9781351184779--4Google Scholar
- Gustavo F. Tondello and Lennart E. Nacke. 2018. Gamification: Tools and Techniques for Motivating Users. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems (Montreal QC, Canada) (CHI EA '18). ACM, New York, NY, USA, Article C25, 4 pages. https://doi.org/10.1145/3170427.3170662Google Scholar
- Sarah F. Van Der Land, Alexander P. Schouten, Frans Feldberg, Marleen Huysman, and Bart van den Hooff. 2015. Does avatar appearance matter? How team visual similarity and member-avatar similarity influence virtual team performance. Human Communication Research 41, 1 (2015), 128--153. https://doi.org/10.1111/hcre.12044Google Scholar
Cross Ref
- Jan B. Vornhagen, April Tyack, and Elisa D. Mekler. 2020. Statistical Significance Testing at CHI PLAY: Challenges and Opportunities for More Transparency. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (Ottawa, Ontario, Canada) (CHI PLAY '20). Association for Computing Machinery, New York, NY, USA, 15 pages. https://doi.org/10.1145/3410404.3414229Google Scholar
Digital Library
- Etienne Wenger, Richard Arnold McDermott, and William Snyder. 2002. Cultivating communities of practice: A guide to managing knowledge. Harvard business press, Boston, Massachusetts, USA.Google Scholar
- Nick Yee and Jeremy Bailenson. 2007. The proteus effect: The effect of transformed self-representation on behavior. Human Communication Research 33, 3 (2007), 271--290. https://doi.org/10.1111/j.1468--2958.2007.00299.xGoogle Scholar
Cross Ref
- Nick Yee, Nicolas Ducheneaut, and Les Nelson. 2012. Online Gaming Motivations Scale: Development and Validation. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Austin, Texas, USA) (CHI '12). ACM, New York, NY, USA, 2803--2806. https://doi.org/10.1145/2207676.2208681Google Scholar
Digital Library
- Nick Yee, Nicolas Ducheneaut, Mike Yao, and Les Nelson. 2011. Do Men Heal More when in Drag?: Conflicting Identity Cues Between User and Avatar. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Vancouver, BC, Canada) (CHI '11). ACM, New York, NY, USA, 773--776. https://doi.org/10.1145/1978942.1979054Google Scholar
Digital Library
- Gunwoo Yoon and Patrick T. Vargas. 2014. Know Thy Avatar: The Unintended Effect of Virtual-Self Representation on Behavior. Psychological Science 25, 4 (2014), 1043--1045. https://doi.org/10.1177/0956797613519271Google Scholar
Cross Ref
- John Zimmerman and Jodi Forlizzi. 2014. Research through design in HCI. In Ways of Knowing in HCI. Springer New York, New York, NY, 167--189. https://doi.org/10.1007/978--1--4939-0378--8_8Google Scholar
Index Terms
Merlynne: Motivating Peer-to-Peer Cognitive Behavioral Therapy with a Serious Game
Recommendations
Changing Peer Support Attitudes with Avatar-based Gamification
CHI EA '18: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing SystemsDemand for mental health services often cannot be met, resulting in high costs and lengthy wait times. In response to this problem, technological solutions have been proposed, such as computerised cognitive behavioural therapy (cCBT) and online peer to ...
Using role-taking and behavioral mimicking in games to increase awareness on the bystander effect
AcademicMindTrek '15: Proceedings of the 19th International Academic Mindtrek ConferenceThis study presents a concept on how a serious game might raise awareness of the bystander effect by using elements of game theory as well as a few psychological terms. The paper summarizes the theories and concludes with the description of a concept, ...
A Serious Game to Battle Depression.
CHI PLAY '21: Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in PlayThis multidisciplinary project aims to develop a mobile serious game – Horizon: Resilience – as an intervention for patient suffering from depression, the most common mental disorder globally. The game is based on Cognitive Behavioral Therapy (CBT), ...






Comments