Designing for Engagement in Peer-to-Peer Support Using Cognitive Behavioural Therapy with Gamification and the Proteus Effect.

Abstract:

Background: Crowdsourcing studies combining online peer to peer (P2P) support and cognitive behavioural therapy (CBT) found therapeutic value for mood disorders by asking strangers to cognitively appraise each other’s negative thoughts. However, resulting commercialized products were criticized as unengaging. Gamification techniques using avatars and narratives present as solutions given documented success in persuading engagement in health applications. This opportunity potentially evidences The Proteus Effect, a recognized phenomenon where players perform stereotyped behaviours of their avatars, but there are no studies exploring its efficacy in encouraging peer support behaviours.
Objective: To understand if the Proteus Effect can persuade increased helpful contributions in a gamified P2P CBT platform, if avatars with stereotypical supportive qualities are used.
Methods: Design and develop a computer game, randomizing players to either the helpful condition, where they play a female healer, or the unhelpful condition, where they play a male monster, to cognitively appraise the thoughts of non-player characters within a fantasy narrative. In an in-lab, mixed-methods approach, attitude change towards helping is measured with pre-test, post-test Helping Attitudes Scales, engagement is measured with platform usage metrics, and semi-structured interviews explore motivations for engagement and avatar identification. Multivariate analysis of variance and thematic analysis will be used for data analysis.
Progress to date: The developed game is currently undergoing pilot testing with lab members, and the study is to run with participants from November to December 2018.
Future work: Following the completion of the in-lab study, a field study where participants access the game on personal devices over 2 weeks is scheduled, to measure organic engagement.
Expected contributions: 1) Evaluation of the Proteus Effect for motivating attitude change towards helping others; 2) identification of opportunities provided by avatars to encourage engagement in P2P CBT; and 3) a preliminary design on improving engagement in P2P platforms with gamification.

Notes:

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