<i>Pseudo-Scientist:</i> Towards Narrative Interventions for Imposter Syndrome

Imposter syndrome (IS) is a mental state that can severely inhibit a person's productivity and well-being. Although IS is extremely common (especially in high achievers, e.g., academics), few studies offer effective modes of support and recovery. In response, we introduce the application of relatable narrative as a way to help people overcome IS. We present a randomized group comparison study exploring the impact of various design factors -- specifically, choice-based interactivity and character relatability -- on our story's capacity to engage and impact 107 STEM undergraduates. Almost all participants enthusiastically endorsed the story as a valuable learning experience, and a majority reported positive impacts to mood and feelings of relatedness to peers. We discuss 1) how our specific digital story design can support positive changes in mental health at both individual and institutional levels and 2) how our findings can inform efficient design of interactive narrative content for educational applications.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2024-10-14
DOI
https://doi.org/10.1145/3677099
Citations
1
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
1.13
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article

Pseudo-Scientist: Towards Narrative Interventions for Imposter Syndrome

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1 citations
Proceedings of the ACM on Human-Computer Interaction
Impact of Technology on Adolescents
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article

Pseudo-Scientist: Towards Narrative Interventions for Imposter Syndrome

Katelyn M. Grasse, Kevin Weatherwax, Elín Carstensdóttir, Nic Junius, Shweta Sisodiya, Amanda Martin
article en
1 citations

Abstract

Imposter syndrome (IS) is a mental state that can severely inhibit a person's productivity and well-being. Although IS is extremely common (especially in high achievers, e.g., academics), few studies offer effective modes of support and recovery. In response, we introduce the application of relatable narrative as a way to help people overcome IS. We present a randomized group comparison study exploring the impact of various design factors -- specifically, choice-based interactivity and character relatability -- on our story's capacity to engage and impact 107 STEM undergraduates. Almost all participants enthusiastically endorsed the story as a valuable learning experience, and a majority reported positive impacts to mood and feelings of relatedness to peers. We discuss 1) how our specific digital story design can support positive changes in mental health at both individual and institutional levels and 2) how our findings can inform efficient design of interactive narrative content for educational applications.

Proceedings of the ACM on Human-Computer InteractionVol. 8(CHI PLAY)
University of California, Santa Cruz (US)
Decent work and economic growth
Openalex Percentile: Top 16%
Impact of Technology on Adolescents
1.13
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