Serious video game effectiveness
Proceedings of the international conference on Advances in computer entertainment technology
Computers in talk-based mental health interventions
Interacting with Computers
Evaluating Children's Interactive Products: Principles and Practices for Interaction Designers
Evaluating Children's Interactive Products: Principles and Practices for Interaction Designers
CARSS: A Framework for Learner-Centred Design with Children
International Journal of Artificial Intelligence in Education
Theory-driven design strategies for technologies that support behavior change in everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A behavior model for persuasive design
Proceedings of the 4th International Conference on Persuasive Technology
Design and evaluation guidelines for mental health technologies
Interacting with Computers
Interaction design and emotional wellbeing
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Wind runners: designing a game to encourage medical adherence for children with asthma
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Fear therapy for children: a mobile approach
Proceedings of the 4th ACM SIGCHI symposium on Engineering interactive computing systems
Designing mobile health technology for bipolar disorder: a field trial of the monarca system
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Moderated online social therapy: Designing and evaluating technology for mental health
ACM Transactions on Computer-Human Interaction (TOCHI)
Sensor-less sensing for affective computing and stress management technology
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
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The need to provide effective mental health treatments for adolescents has been described as a global public health challenge [27]. In this paper we discuss the exploratory evaluations of the first adolescent intervention to fully integrate a computer game implementing Cognitive Behavioural Therapy. Three distinct studies are presented: a detailed evaluation in which therapists independent of the design team used the game with 6 adolescents experiencing clinical anxiety disorders; a study in which a member of the design team used the game with 15 adolescents; and finally a study assessing the acceptability of the game and intervention with 216 practicing therapists. Findings are presented within the context of a framework for the design and evaluation of complex health interventions. The paper provides an in-depth insight into the use of therapeutic games to support adolescent interventions and provides stronger evidence than previously available for both their effectiveness and acceptability to stakeholders.