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    MoodJumper : an exploration of game interface preferences in users with/out mood disorder

    Baghaei, Nilufar; Hach, Sylvia; Liang, H.N.; Brucker, M.

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    Baghaei, N. (2019).pdf (743.1Kb)
    Date
    2019-08-08
    Citation:
    Baghaei, N., Hach, S., Liang, H-N., & Brucker, M. (2019). MoodJumper: An Exploration of Game Interface Preferences in Users With/Out Mood Disorder. Frontiers in Public Health, 08 2019, 000. doi:10.3389/fpubh.2019.00220
    Permanent link to Research Bank record:
    https://hdl.handle.net/10652/4751
    Abstract
    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 withmood disorder constitutes a vital step in being able to harness the potential power of games for supporting mental health.
    Keywords:
    young people, adolescents, mood disorder, game design, app design, user interface design, Android, user preferences, user studies, health apps
    ANZSRC Field of Research:
    111714 Mental Health, 120304 Digital and Interaction Design
    Copyright Notice:
    The licence granted to third parties over all contents of each article, including third-party elements, is a Creative Commons Attribution ("CC BY") licence. The current version is CC-BY, version 4.0, and the licence will automatically be updated as and when updated by the Creative Commons organisation--https://www.frontiersin.org/legal/copyright-statement
    Available Online at:
    https://www.frontiersin.org/articles/10.3389/fpubh.2019.00220/full
    Rights:
    This digital work is protected by copyright. It may be consulted by you, provided you comply with the provisions of the Act and the following conditions of use: Any use you make of these documents or images must be for research or private study purposes only, and you may not make them available to any other person. You will recognise the author's and publishers rights and give due acknowledgement where appropriate.
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