@conference {17932,
	title = {Changing Peer Support Attitudes with Avatar-based Gamification.},
	booktitle = {3rd Symposium on Computing and Mental Health: Understanding, Engaging, and Delighting Users.},
	year = {2018},
	publisher = {Massachusetts Institute of Technology},
	organization = {Massachusetts Institute of Technology},
	address = {Computer Human Interaction Conference, Montreal, Quebec.},
	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.},
	author = {Tina Chan and James R. Wallace}
}
