About this paper

Appears in:
Pages: 3364-3376
Publication year: 2014
ISBN: 978-84-617-0557-3
ISSN: 2340-1117

Conference name: 6th International Conference on Education and New Learning Technologies
Dates: 7-9 July, 2014
Location: Barcelona, Spain

COMPUTER GAME ENGAGEMENT FOR ADOLESCENTS WITH DEPRESSION: A PRELIMINARY STUDY ON USER EXPERIENCE

R. Mohd Rias1, A. Ahmad2, R.M. Rias1, H.B. Zaman2, W.S. Mohamad Anuar1

1Universiti Teknologi MARA (UiTM) (MALAYSIA)
2Universiti Kebangsaan Malaysia, Institute of Visual Informatics (MALAYSIA)
Depression is a common but serious medical illness in the developed countries, and Malaysia is quickly following suit. Adolescents that experience depression may pretend to be sick, refuse to go to school, feel misunderstood and frequently get related disorders like anxiety, eating or substance abuse or even can lead to an attempt for suicide. Many adolescents experience difficulties with traditional face-to-face work during therapist session. In this paper, we present a computer game specifically designed as a tool to help adolescents with depression to engage with their therapist/counselor. The game aims to assist in easing the difficulties experienced by adolescents with direct face-to-face counseling session. There are 3 levels in this game. The target group in this research is adolescents of age ranging from 15 to 17 years old. Cognitive Behavioral Therapy (CBT) approach was used. Qualitative and quantitative surveys and observation were done during the evaluation. This research describes the study in which the game was used with 17 Malaysian school adolescents. The users of the game were tested on the user satisfaction, user engagement, and user motivation as well as user acceptability towards the game. Findings indicate that most users enjoyed the game. Overall, adolescents and counselor provided positive feedback on the game. The computer game can help in effective adolescent-counselor relationship, and can assist in improving adolescents’ engagement during the counseling process.
@InProceedings{MOHDRIAS2014COM,
author = {Mohd Rias, R. and Ahmad, A. and Rias, R.M. and Zaman, H.B. and Mohamad Anuar, W.S.},
title = {COMPUTER GAME ENGAGEMENT FOR ADOLESCENTS WITH DEPRESSION: A PRELIMINARY STUDY ON USER EXPERIENCE},
series = {6th International Conference on Education and New Learning Technologies},
booktitle = {EDULEARN14 Proceedings},
isbn = {978-84-617-0557-3},
issn = {2340-1117},
publisher = {IATED},
location = {Barcelona, Spain},
month = {7-9 July, 2014},
year = {2014},
pages = {3364-3376}}
TY - CONF
AU - R. Mohd Rias AU - A. Ahmad AU - R.M. Rias AU - H.B. Zaman AU - W.S. Mohamad Anuar
TI - COMPUTER GAME ENGAGEMENT FOR ADOLESCENTS WITH DEPRESSION: A PRELIMINARY STUDY ON USER EXPERIENCE
SN - 978-84-617-0557-3/2340-1117
PY - 2014
Y1 - 7-9 July, 2014
CI - Barcelona, Spain
JO - 6th International Conference on Education and New Learning Technologies
JA - EDULEARN14 Proceedings
SP - 3364
EP - 3376
ER -
R. Mohd Rias, A. Ahmad, R.M. Rias, H.B. Zaman, W.S. Mohamad Anuar (2014) COMPUTER GAME ENGAGEMENT FOR ADOLESCENTS WITH DEPRESSION: A PRELIMINARY STUDY ON USER EXPERIENCE, EDULEARN14 Proceedings, pp. 3364-3376.
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