LINA: An Augmented Reality Social Game Enhancing Sense of Belonging Among Classmates: An Uncontrolled Pre-post Evaluation Study

Abstract Supportive peer relationships are fundamental in the development of well-being. Since early adolescents spend a lot of time at school, especially in their classroom, a sense of belonging among classmates plays a pivotal role for mental health and academic functioning. Programs that enhance sense of belonging among classmates through improving peer relationships in classrooms are rare. Given that early adolescents increasingly use digital media to establish and maintain relationships with classmates, there is potential in digital social games that enhance social connectivity and collaboration, especially during the difficult transition from primary to secondary school. LINA (‘Lina Is Not Alone’) is a novel social augmented reality game for classrooms that is designed to enhance sense of belonging among classmates through improving their relationships with classmates. We conducted an uncontrolled pre-post evaluation study to evaluate (a) player experience, (b) translation of the theory-led LINA design into user experience and (c) increases in sense of belonging after engagement with LINA. In total, data from 99 participants (M age = 10.94; range = 10–12; 51 girls, 48 boys) were included in this study. Our results provided evidence for (a) high satisfaction and acceptability of LINA, (b) a successful translation of theory-led design features into user experiences, and (c) increases in sense of belonging. We discuss practical implications and future development of LINA.

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Publication Details

Journal
School Mental Health
Published
2026-01-06
DOI
https://doi.org/10.1007/s12310-025-09846-y
Primary Topic
Digital Mental Health Interventions
Type
article
Field-Weighted Citation Impact
0.00

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article

LINA: An Augmented Reality Social Game Enhancing Sense of Belonging Among Classmates: An Uncontrolled Pre-post Evaluation Study

João Dias, Beate Schrank, Ina Krammer, Urs M. Nater et al.
School Mental Health
Digital Mental Health Interventions
article

LINA: An Augmented Reality Social Game Enhancing Sense of Belonging Among Classmates: An Uncontrolled Pre-post Evaluation Study

João Dias, Beate Schrank, Ina Krammer, Urs M. Nater, Kate Woodcock, Gloria Mittmann, Diogo Martins, Adam Barnard
article en

Abstract

Abstract Supportive peer relationships are fundamental in the development of well-being. Since early adolescents spend a lot of time at school, especially in their classroom, a sense of belonging among classmates plays a pivotal role for mental health and academic functioning. Programs that enhance sense of belonging among classmates through improving peer relationships in classrooms are rare. Given that early adolescents increasingly use digital media to establish and maintain relationships with classmates, there is potential in digital social games that enhance social connectivity and collaboration, especially during the difficult transition from primary to secondary school. LINA (‘Lina Is Not Alone’) is a novel social augmented reality game for classrooms that is designed to enhance sense of belonging among classmates through improving their relationships with classmates. We conducted an uncontrolled pre-post evaluation study to evaluate (a) player experience, (b) translation of the theory-led LINA design into user experience and (c) increases in sense of belonging after engagement with LINA. In total, data from 99 participants (M age = 10.94; range = 10–12; 51 girls, 48 boys) were included in this study. Our results provided evidence for (a) high satisfaction and acceptability of LINA, (b) a successful translation of theory-led design features into user experiences, and (c) increases in sense of belonging. We discuss practical implications and future development of LINA.

School Mental HealthVol. 18(1)
University of Vienna (AT), Centre for Mental Health (GB), Universitätsklinikum Tulln (AT), Karl Landsteiner University of Health Sciences (AT), University of Algarve (PT), University of Birmingham (GB)
Universität Wien, Ludwig Boltzmann Gesellschaft, Karl Landsteiner Privatuniversität für Gesundheitswissenschaften
Reduced inequalities
Openalex Percentile: Top 95%
Digital Mental Health Interventions
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