Pesky gNATs: Using Games to Support Mental Health Interventions for Adolescents

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Title: Pesky gNATs: Using Games to Support Mental Health Interventions for Adolescents
Authors: Coyle, David
van der Meulen, Hidde
Tunney, Connal
Cooney, Patricia
Jackman, Catherine
Permanent link: http://hdl.handle.net/10197/9310
Date: 18-Oct-2017
Abstract: This position paper gives a brief overview of a long- term and ongoing series of projects focused on the design and evaluation of computer games that can support mental health interventions with young adolescents. The work has its origins in a HCI project, but has evolved into a long-term interdisciplinary collaboration involving game designers, computer scientists and clinical psychologists, amongst others. It has resulted in a series of computer games and mobile apps that support a range of interventions including Cognitive Behavioural Therapy (CBT) for depression and anxiety, mindfulness-based CBT, an extended intervention CBT for adolescents experiencing trauma, and a CBT intervention for adults with intellectual disabilities. The games and mobile apps have been widely distributed and have been evaluated through randomised controlled trials in clinical settings. Here we briefly describe each game; the overall design process, motivation, and theoretical background; the results of key evaluations; some of our core lessons.
Funding Details: European Commission Horizon 2020
Type of material: Conference Publication
Publisher: ACM
Keywords: Computer games;Mobile apps;Mental health;Cognitive Behavioural Therapy;Adolescents
Language: en
Status of Item: Peer reviewed
Conference Details: The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI Play 2017), Amsterdam, The Netherlands, 15-18 October 2017
Appears in Collections:Computer Science Research Collection
Psychology Research Collection

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