Manor Mystery: The Evaluation of the Effectiveness of Serious Game Using Speech Recognition Control for Social Anxiety

This study investigates the creation and efficacy of a Serious Game (SG) designed specifically for the treatment of Social Anxiety Disorder (SAD) using speech recognition technology. Previous research has not explored this approach, making it unique in its application. By integrating Cognitive Behavioral Therapy (CBT) concepts, particularly exposure therapy, into a gaming environment, this study aims to provide an engaging and innovative method of treatment. The game, developed as a point-and- click adventure, allows players to interact using speech commands, enhancing the realism and immersion of the therapeutic experience. Usability and effectiveness were evaluated using the Game Usability Questionnaire (GUQ) and the Igroup Presence Questionnaire (IPQ), with participants divided into control (mouse control) and experimental (speech control) groups. Results indicated no significant differences in usability scores between the two groups, with both achieving high scores, suggesting that the game is user-friendly regardless of the control method. However, the general presence scores revealed that the game did not fully provide the necessary feedback for a strong sense of presence, likely due to the testing environment. This study contributes to the development of accessible mental health interventions tailored to the challenges faced by individuals with social anxiety disorder.

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Publication Details

Published
2024-08-29
DOI
https://doi.org/10.1109/icitacee62763.2024.10762817
Citations
4
Primary Topic
Emotion and Mood Recognition
Type
article
Field-Weighted Citation Impact
2.03
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article

Manor Mystery: The Evaluation of the Effectiveness of Serious Game Using Speech Recognition Control for Social Anxiety

Dimas Ramdhan, Jouza Muhammad Akbar Pahlawan
4 citations
Emotion and Mood Recognition
2.03
article

Manor Mystery: The Evaluation of the Effectiveness of Serious Game Using Speech Recognition Control for Social Anxiety

Dimas Ramdhan, Jouza Muhammad Akbar Pahlawan
article en
4 citations

Abstract

This study investigates the creation and efficacy of a Serious Game (SG) designed specifically for the treatment of Social Anxiety Disorder (SAD) using speech recognition technology. Previous research has not explored this approach, making it unique in its application. By integrating Cognitive Behavioral Therapy (CBT) concepts, particularly exposure therapy, into a gaming environment, this study aims to provide an engaging and innovative method of treatment. The game, developed as a point-and- click adventure, allows players to interact using speech commands, enhancing the realism and immersion of the therapeutic experience. Usability and effectiveness were evaluated using the Game Usability Questionnaire (GUQ) and the Igroup Presence Questionnaire (IPQ), with participants divided into control (mouse control) and experimental (speech control) groups. Results indicated no significant differences in usability scores between the two groups, with both achieving high scores, suggesting that the game is user-friendly regardless of the control method. However, the general presence scores revealed that the game did not fully provide the necessary feedback for a strong sense of presence, likely due to the testing environment. This study contributes to the development of accessible mental health interventions tailored to the challenges faced by individuals with social anxiety disorder.

Binus University (ID)
Reduced inequalities
Openalex Percentile: Top 12%
Emotion and Mood Recognition
2.03
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