2019
DOI: 10.2196/13242
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An Interactive Mobile App Game to Address Aggression (RegnaTales): Pilot Quantitative Study

Abstract: Background The rapid advancement in media technology has radically changed the way we learn and interact with one another. Games, with their engaging and interactive approach, hold promise in the delivery of knowledge and building of skills. This has potential in child and adolescent mental health work, where the lack of insight and motivation for therapy are major barriers to treatment. However, research on the use of serious games in mental health interventions for children and adolescents is st… Show more

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Cited by 23 publications
(5 citation statements)
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“…There are also studies that have designed six serious games based on CBT frameworks to treat typical developmental disorders in adolescents, including attention-deficit/hyperactivity disorder, conduct disorder, and oppositional defiant disorder ( Ong et al, 2019 ). In the safe environment provided by the game world, the research subjects shape the behavior of the characters in the context through rule learning and task repetition, which allows them to master emotional management strategies and problem-solving skills.…”
Section: Resultsmentioning
confidence: 99%
“…There are also studies that have designed six serious games based on CBT frameworks to treat typical developmental disorders in adolescents, including attention-deficit/hyperactivity disorder, conduct disorder, and oppositional defiant disorder ( Ong et al, 2019 ). In the safe environment provided by the game world, the research subjects shape the behavior of the characters in the context through rule learning and task repetition, which allows them to master emotional management strategies and problem-solving skills.…”
Section: Resultsmentioning
confidence: 99%
“…As stated earlier, most studies exclude entertainment as the main purpose of a serious game [ 87 , 97 ]. Nevertheless, some authors still consolidate entertainment as a core part of a serious game by explicitly mentioning that serious games “use entertainment” [ 100 ] or “[bring] fun spring from video games” [ 101 ] or by referring to serious games as “entertaining games” [ 102 , 103 ]. In contrast, Vilardaga et al [ 97 ] refer to serious games as “games not for entertainment,” possibly excluding entertainment as part of a serious game altogether.…”
Section: Resultsmentioning
confidence: 99%
“…Engagement with computer-based interventions even for as a little as one day a week can lead to improvements in outcomes and reduced attrition (Scherer et al , 2017; King et al , 2012). Equally, serious games can surmount the wealth of treatment barriers their users would otherwise experience with non-technology based psychological interventions (Barnes and Prescott, 2018; Ralston et al , 2019; Ong et al , 2019; Wiljer et al , 2020; Vallury et al , 2015). There exists, therefore, a capability for games to make a meaningful contribution to improving accessibility and engagement in psychological interventions.…”
Section: Introductionmentioning
confidence: 99%