[HTML][HTML] Measuring digital intervention user experience with a novel ecological momentary assessment (EMA) method, CORTO

L Lukka, VM Karhulahti, VR Bergman, JM Palva - Internet Interventions, 2024 - Elsevier
Digital interventions often suffer from low usage, which may reflect insufficient attention to
user experience. Moreover, the existing evaluation methods have limited applicability in the …

An interactive story decision-making game for mental health awareness

MAF Rodrigues, TRC de Oliveira… - 2022 IEEE 10th …, 2022 - ieeexplore.ieee.org
Few studies apply digital games to grow awareness about mental disorders, such as
depression and social isolation. In this work, aiming to increase mental health awareness …

" More than just a game, it's an app that builds awareness around Mental Health": Mental Health Stigma Reduction Using Games for Change

SS Anvari, J Hammer, RR Wehbe - Proceedings of the ACM on Human …, 2024 - dl.acm.org
Although the significance of Mental Health (MH) is becoming increasingly more accepted
worldwide, the level of MH Literacy (MHL) remains low. Individuals often find it …

[PDF][PDF] Using Learning Experience Design (LXD) to Promote Decreasing Stigma in Creating a Video Series about Syringe Services Programs (SSP)

K Sims, M Wegener, L Nichols, M Villanueva - … .s3.us-west-2.amazonaws.com
Despite being a vital resource for persons who inject drugs (PWID), syringe services
programs (SSPs) often face stigma from the general community and medical profession. To …

[PDF][PDF] CBT4Depression: A Cognitive Behaviour Therapy (CBT) Therapeutic Game to Reduce Depression Level among Adolescents

N Yusof, NAM Shaari, EH Yusoff - International Journal of …, 2022 - pdfs.semanticscholar.org
Dropping out of depression treatment commonly occurs in the current psychotherapy
treatment. Adolescents often find it difficult to express their thoughts and feelings clearly due …

Research Methodologies across the Physical-Virtual Reality Spectrum

RR Wehbe, MD Barrera Machuca… - Adjunct Proceedings of …, 2023 - dl.acm.org
Over the last couple of years, there has been a big push toward making immersive and
mixed technologies available to the general public. Yet, designing for these new …

Porting and Enhancing a Mental Health Narrative Game for VR: Redesign Insights and New Features for the Meta Quest Platform

TNC de Oliveira, MAF Rodrigues - … of the 25th Symposium on Virtual …, 2023 - dl.acm.org
This paper delves into the intricate process of porting and enhancing a mental health
narrative game for the Meta Quest 2 virtual reality (VR) platform. We chose Meta Quest 2 due …

A Serious Game for Promoting Knowledge about Suicidal Thoughts for Students at Higher Education

T Bjørner, SD Andersen, E Sommer… - Proceedings of the …, 2024 - dl.acm.org
The number of university students with suicidal thoughts is alarmingly high, and there is a
general taboo about suicidal thoughts. This study aimed to investigate whether a serious …

[PDF][PDF] Reducing the taboo around death and dying in the Netherlands through a serious board game

E van Dam, J de Wit - 2024 - arno.uvt.nl
Western society is becoming more open-minded, yet there still seems to be little talk about
death. Despite the popularity of serious games and the opportunities that serious games can …

Serious Games applied to cases of Depression and Anxiety: A Systematic Review and Meta-analysis

D Martins, AP Oliveira, N Zagalo - 2023 18th Iberian …, 2023 - ieeexplore.ieee.org
The Covid-19 pandemic has devastated the world and several cases of emergence or
increase in anxiety and depression levels have negatively affected the quality of life of …