Proceedings of the International Conference on the Foundations of Digital Games 2012
DOI: 10.1145/2282338.2282351
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Using an interactive visual novel to promote patient empowerment through engagement

Abstract: In this paper we describe a prototype of a serious game designed to improve hospital patients' confidence in managing their hospital stay. We present findings of an evaluation of our visual novel computer game by comparing it with traditional approaches to increasing patient empowerment and patient self-efficacy. The results indicated a significant effect of the type of intervention on improvement in empowerment, but only for participants with gaming experience or who achieved a high level of engagement in the… Show more

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Cited by 35 publications
(29 citation statements)
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“…And we found Visual Novels, a sub-genre of Adventure Games that has interesting characters, multi-branching storylines, and puzzles, among other affordances [8,21]. Unlike other gaming styles, Visual Novels concentrate in the character's emotional development, and estimate performance based on the player's emotional skills increase [8].…”
Section: F Gaming Style: Visual Novelsmentioning
confidence: 99%
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“…And we found Visual Novels, a sub-genre of Adventure Games that has interesting characters, multi-branching storylines, and puzzles, among other affordances [8,21]. Unlike other gaming styles, Visual Novels concentrate in the character's emotional development, and estimate performance based on the player's emotional skills increase [8].…”
Section: F Gaming Style: Visual Novelsmentioning
confidence: 99%
“…In the past, visual novels were used to help patients to get used to treatment and life at hospital facilities [21]. Our work differs from [21] in the following: (1) our main goal was the prevention of a mental disorder, (2) we followed guidelines from CBT, (3) we added affective components to our tool, and (4) we took advantage of the game's visual, narrative and interactive affordances.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…For example, the interactive "visual novel" The Time Mage invites players to make decisions in a fictional hospital setting in order to increase patients' confidence and empowerment during hospital stays (Yin, Ring, & Bickmore, 2012). SPARX, a roleplaying videogame, uses a cognitive behavioral framework to intervene in the treatment of clinical depression (Merry et al, 2012).…”
Section: Introductionmentioning
confidence: 99%
“…In the few studies specific to flow, it has been found that 1) older adults experienced more flow when playing other humans online, compared to playing against other humans disguised as computer controlled players [12], 2) a match between older adult ability/experience and game challenge has been related to feelings of flow [20], 3) clear goals and feedback in a game may foster a sense of mastery associated with flow in older adults [4], and 4) flow in games for older adults has been related to better therapeutic outcomes [35]. These studies suggest benefits for flow, but there is a paucity of studies concerning user experience outcomes, including flow, for older players.…”
Section: Introductionmentioning
confidence: 99%