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Changing Peer Support Attitudes with Avatar-based Gamification

Published: 20 April 2018 Publication History

Abstract

Demand 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 peer (P2P) support groups, which have been shown to be effective for non-severe cases of anxiety and depression, and can sometimes exceed the effectiveness on F2F therapy. However, P2P support is often viewed as inferior, and this perception has demotivated participation in existing cCBT P2P platforms by potential peers. To address this perception, we are designing a novel cCBT P2P game that uses gamification techniques to motivate players to participate as helping peers. Specifically, we are examining the Proteus Effect, which purports that a player will adopt qualities of their avatar in a contextual narrative.

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Cited By

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  • (2023)Designing an Evidence-based Mental Health Intervention Alongside University StudentsHuman-Computer Interaction10.1007/978-3-031-35572-1_13(180-202)Online publication date: 23-Jul-2023
  • (2022)Serious Game Design in Health Education: A Systematic ReviewIEEE Transactions on Learning Technologies10.1109/TLT.2022.320058315:6(827-846)Online publication date: 1-Dec-2022
  • (2021)Respawn, Reload, RelateProceedings of the ACM on Human-Computer Interaction10.1145/34746905:CHI PLAY(1-31)Online publication date: 6-Oct-2021
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    cover image ACM Conferences
    CHI EA '18: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems
    April 2018
    3155 pages
    ISBN:9781450356213
    DOI:10.1145/3170427
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Published: 20 April 2018

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    Author Tags

    1. cognitive behavioural therapy
    2. gamification
    3. mental health
    4. peer to peer support
    5. proteus effect

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    CHI EA '18 Paper Acceptance Rate 1,208 of 3,955 submissions, 31%;
    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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    Cited By

    View all
    • (2023)Designing an Evidence-based Mental Health Intervention Alongside University StudentsHuman-Computer Interaction10.1007/978-3-031-35572-1_13(180-202)Online publication date: 23-Jul-2023
    • (2022)Serious Game Design in Health Education: A Systematic ReviewIEEE Transactions on Learning Technologies10.1109/TLT.2022.320058315:6(827-846)Online publication date: 1-Dec-2022
    • (2021)Respawn, Reload, RelateProceedings of the ACM on Human-Computer Interaction10.1145/34746905:CHI PLAY(1-31)Online publication date: 6-Oct-2021
    • (2021)MerlynneProceedings of the ACM on Human-Computer Interaction10.1145/34746775:CHI PLAY(1-23)Online publication date: 6-Oct-2021
    • (2020)Designing Mental Health Technologies that Support the Social Ecosystem of College StudentsProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376362(1-15)Online publication date: 21-Apr-2020

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