Uplifting Moods: Augmented Reality-Based Gamified Mood Intervention App with Attention Bias Modification

Attention Bias Modification (ABM) is a cost-effective mood intervention that has the potential to be used in daily settings beyond clinical environments. However, its interactivity and user engagement are known to be limited and underexplored. Here, we propose Uplifting Moods, a novel mood intervention app that combines gamified ABM and augmented reality (AR) to address the limitation associated with the repetitive nature of ABM. By harnessing the benefits of mobile AR’s low-cost, portable, and accessible characteristics, this approach is to help users easily take part in ABM, positively shifting one’s emotions. We conducted a mixed methods study with 24 participants, which involves a controlled experiment with Self-Assessment Manikin as its primary measure and a semi-structured interview. Our analysis reports that the approach uniquely adds fun, exploring, and challenging features, helping improve engagement and feeling more cheerful and less under control. It also highlights the importance of personalization and consideration of gaming style, music preference, and socialization in designing a daily AR ABM game as an effective mental wellbeing intervention.

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Publication Details

Journal
Software
Published
2025-04-01
DOI
https://doi.org/10.3390/software4020008
Citations
2
Primary Topic
Mind wandering and attention
Type
article
Field-Weighted Citation Impact
2.86
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article

Uplifting Moods: Augmented Reality-Based Gamified Mood Intervention App with Attention Bias Modification

Yi‐Ting Yeh, Youngjun Cho, Sarah S. Jo
2 citations
Software
Mind wandering and attention
2.86
article

Uplifting Moods: Augmented Reality-Based Gamified Mood Intervention App with Attention Bias Modification

Yi‐Ting Yeh, Youngjun Cho, Sarah S. Jo
article en
2 citations

Abstract

Attention Bias Modification (ABM) is a cost-effective mood intervention that has the potential to be used in daily settings beyond clinical environments. However, its interactivity and user engagement are known to be limited and underexplored. Here, we propose Uplifting Moods, a novel mood intervention app that combines gamified ABM and augmented reality (AR) to address the limitation associated with the repetitive nature of ABM. By harnessing the benefits of mobile AR’s low-cost, portable, and accessible characteristics, this approach is to help users easily take part in ABM, positively shifting one’s emotions. We conducted a mixed methods study with 24 participants, which involves a controlled experiment with Self-Assessment Manikin as its primary measure and a semi-structured interview. Our analysis reports that the approach uniquely adds fun, exploring, and challenging features, helping improve engagement and feeling more cheerful and less under control. It also highlights the importance of personalization and consideration of gaming style, music preference, and socialization in designing a daily AR ABM game as an effective mental wellbeing intervention.

SoftwareVol. 4(2)
Amnesty International Ireland (IE), University College London (GB)
Openalex Percentile: Top 11%
Mind wandering and attention
2.86
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