Abstract
Research on the use of serious games to support child and adolescent mental health interventions is in its early stages. Work is needed to provide evidence of the applicability and effectiveness of using such games in teaching children skills needed to overcome their behavioral and emotional problems. The present study adds to the knowledge in this area through the development and evaluation of RegnaTales, a mobile game for teaching social problem solving skills among children. The study examined the playability and usability of the mobile game among 12 children (mean age = 9.58; SD = 1.78) from international schools in Basel. Results showed that 76% of participants found the game fun and 58% would play it again. Our findings further highlight the potential of serious games in teaching skills needed to address anger feelings and provide support for its use in child and adolescent mental health interventions.
Original language | English |
---|---|
Title of host publication | 2016 Symposium on Applied Computing, SAC 2016 |
Publisher | Association for Computing Machinery |
Pages | 167-172 |
Number of pages | 6 |
ISBN (Electronic) | 9781450337397 |
DOIs | |
Publication status | Published - Apr 4 2016 |
Externally published | Yes |
Event | 31st Annual ACM Symposium on Applied Computing, SAC 2016 - Pisa, Italy Duration: Apr 4 2016 → Apr 8 2016 |
Publication series
Name | Proceedings of the ACM Symposium on Applied Computing |
---|---|
Volume | 04-08-April-2016 |
Conference
Conference | 31st Annual ACM Symposium on Applied Computing, SAC 2016 |
---|---|
Country/Territory | Italy |
City | Pisa |
Period | 4/4/16 → 4/8/16 |
Bibliographical note
Publisher Copyright:© 2016 ACM.
ASJC Scopus Subject Areas
- Software
Keywords
- Children
- Curiosity
- Fun/enjoyment
- Game evaluation
- Mental health
- Mobile app
- Playability
- Serious games