Storytelling Games for General Anxiety: Clinician Perspectives on Walking Simulator Games as Intervention

General anxiety is a common mental health condition across the world, with many barriers preventing people from accessing treatments. A growing body of evidence suggests that serious games offer appealing and effective solutions for anxiety. Despite their potential, an understanding of game design qualities and contextual game mechanics in game-based interventions are significantly under-explored, especially for general anxiety. Alternative and emerging game genres may offer new intervention approaches previously overlooked in digital mental health research. We use story-led exploration games, particularly the environmental storytelling walking simulator game genre, as an analytical template to understand new game design strategies and features that can potentially enable engaging and efficacious serious games as interventions for general anxiety. Using semi-structured interviews and thematic analysis, we summarize input from expert clinical participants who identified and evaluated several game design qualities towards developing walking simulators as potential serious game interventions.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2024-10-14
DOI
https://doi.org/10.1145/3677104
Citations
5
Primary Topic
Digital Mental Health Interventions
Type
article
Field-Weighted Citation Impact
2.05
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article

Storytelling Games for General Anxiety: Clinician Perspectives on Walking Simulator Games as Intervention

Cristobal Catalan, Lina Gega, Jonathan Hook
5 citations
Proceedings of the ACM on Human-Computer Interaction
Digital Mental Health Interventions
2.05
article

Storytelling Games for General Anxiety: Clinician Perspectives on Walking Simulator Games as Intervention

Cristobal Catalan, Lina Gega, Jonathan Hook
article en
5 citations

Abstract

General anxiety is a common mental health condition across the world, with many barriers preventing people from accessing treatments. A growing body of evidence suggests that serious games offer appealing and effective solutions for anxiety. Despite their potential, an understanding of game design qualities and contextual game mechanics in game-based interventions are significantly under-explored, especially for general anxiety. Alternative and emerging game genres may offer new intervention approaches previously overlooked in digital mental health research. We use story-led exploration games, particularly the environmental storytelling walking simulator game genre, as an analytical template to understand new game design strategies and features that can potentially enable engaging and efficacious serious games as interventions for general anxiety. Using semi-structured interviews and thematic analysis, we summarize input from expert clinical participants who identified and evaluated several game design qualities towards developing walking simulators as potential serious game interventions.

Proceedings of the ACM on Human-Computer InteractionVol. 8(CHI PLAY)
University of York (GB)
Openalex Percentile: Top 12%
Digital Mental Health Interventions
2.05
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