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MoodJumper: An Exploration of Game Interface Preferences in Users With/Out Mood Disorder

机译:Moodjumper:具有/露出情感障碍的用户游戏界面偏好的探索

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摘要

Mental health conditions pose a major challenge to healthcare providers and society at large. The World Health Organization predicts that by 2030 mental illnesses will be the leading disease burden globally. Mental health services are struggling to meet the needs of users and arguably fail to reach large proportions of those in need. According to New Zealand Mental Health Foundation, one in five will experience a serious mood disorder, including depression, at some time in their life. Games for Health including those supporting mental health have recently gained a lot of attention. However, game interface preferences for users with a history of mental health conditions have not been systematically studied, making it difficult to determine what game features may attract and further engage users affected by mental health conditions. We present MoodJumper, a prototype Android mobile game, which enables players to jump to the top of the level by steering the avatar from platform to platform, gradually gaining height and collecting coins on the way up. We conducted a preliminary study (n = 25), in which participants were able to modify different settings of the game (background color, dark/light, character movement, gender, and music), while their gaming behavior was tracked. The results show that regardless of self-reported history of mood disorder, the majority of participants prefer the dark and colored layout setting and there were no differences in gaming variables including session duration and high scores. This represents a first indication that history of mood disorder does not affect user preferences for game interface settings. It will be important to follow up with data on users currently affected by low mood. Systematic study of game interface preferences in users with mood disorder constitutes a vital step in being able to harness the potential power of games for supporting mental health.
机译:心理健康状况为医疗保健提供者和社会提供了重大挑战。世界卫生组织预测,到2030年的精神疾病将是全球疾病负担。精神卫生服务正在努力满足用户的需求,并可以说可以达到有需要的人的大量比例。据新西兰心理健康基金会称,五分之一的人会在他们生命中的一段时间内体验一个严重的情绪障碍,包括抑郁症。包括支持心理健康的健康游戏最近获得了很多关注。然而,没有系统地研究了具有心理健康状况历史的用户的游戏接口偏好,使得难以确定游戏功能可能吸引和进一步吸引受心理健康状况影响的用户。我们展示了Moodjumper,一个原型Android手机游戏,它使玩家通过将化身从平台转向平台,逐渐上升高度并在途中收集硬币来跳转到水平的顶部。我们进行了初步研究(n = 25),其中参与者能够修改游戏的不同环境(背景颜色,黑暗/光,角色运动,性别和音乐),而他们的游戏行为被跟踪。结果表明,无论自我报告的情绪障碍史如何,大多数参与者都喜欢黑暗和彩色布局设置,并且游戏变量没有差异,包括会话持续时间和高分。这表示情绪障碍的历史不会影响游戏接口设置的用户偏好的第一指示。跟进当前受到低情影响的用户的数据是很重要的。有情绪障碍的用户在用户中的游戏界面偏好的系统研究构成了能够利用用于支持心理健康的游戏的潜在力量的重要一步。

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