Proceedings of the Australasian Computer Science Week Multiconference 2016
DOI: 10.1145/2843043.2843481
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Using startle probe to compare affect and engagement between a serious game and an online intervention program

Abstract: The widespread popularity of computer games have led to their expanded use in more serious applications for training and education. In many cases serious games are being advanced as more compelling than traditional face-to-face or interactive online training. A typically reported motivation for developing serious games is to try and increase engagement of participants and thus ultimately the effectiveness of the training experience. In this paper we discuss the relation of affect to engagement. The training re… Show more

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Cited by 9 publications
(8 citation statements)
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References 45 publications
(52 reference statements)
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“…The third was a specially designed survey typically used to profile behaviour measuring different aspects of user engagement [12]. Results of the startle reflex and survey responses are discussed elsewhere [6,7].…”
Section: Methodsmentioning
confidence: 99%
“…The third was a specially designed survey typically used to profile behaviour measuring different aspects of user engagement [12]. Results of the startle reflex and survey responses are discussed elsewhere [6,7].…”
Section: Methodsmentioning
confidence: 99%
“…In terms of the substances addressed, of the 29 studies, 13 (45%) were focused on problems associated with the consumption or abuse of alcohol, 7 (24%) were focused on drugs (such as methamphetamine, inhalants, cannabis, ecstasy, opioids, lysergic acid diethylamide, cocaine, and heroin), and 7 (24%) addressed problems for both alcohol and drug use. It is important to note that 7% (2/29) of the studies considered comorbidity-of these 2 studies, 1 (50%) focused on alcohol use disorder and depression [26,27], and 1 (50%) focused on substance use and relationship violence [28].…”
Section: Type Of Substance Addressedmentioning
confidence: 99%
“…Complementarily, the serious games focused on treatment (11/29, 38%) were designed to complement the therapeutic process for individuals with addiction problems or at risk and minimize relapse [39,40], reduce consumption [41][42][43][44], support recovery efforts [45], and promote a better adherence to the treatment [26,27]. Regarding the design of use, most of the serious games developed with prevention objectives (18/29, 62%) were stand-alone applications, and just a few (4/13, 31%) were designed as part of school-based prevention courses or curricula where teachers or social workers acted as facilitators [28,29,32,36,46].…”
Section: Type Of Interventionmentioning
confidence: 99%
“…Serious games have been developed for various aspects of depression. Bespoke serious games have been created for diagnosing depression (Maskeliūnas et al, 2017;Tsionas et al, 2020), treating depression (Fleming et al, 2012;Hookham et al, 2016;Knox et al, 2011;Merry et al, 2012;Oliveira et al, 2014;Pieters et al, 2017;Stasiak et al, 2014), and describing the experience of depression either metaphorically (Rusch, 2012) or literally (Quinn et al, 2014).…”
Section: Introductionmentioning
confidence: 99%