How to design and measure a serious game aiming at emotional engagement of social anxiety

Imre Dániel Báldy, Nikolaj Hansen, Thomas Bjørner

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

Abstract

This experimental study outlines how a serious game can be designed with the aim of simulating an emotional sense of what it is like to have social anxiety disorder. Novel within the study is the use of psychophysiological measures (galvanic skin response and heart rate) as ways to organize specific game events for later interview sessions. Card sorting was used as a projective technique in the interviews as a way to have participants talk about their emo-tional states. The psychophysiological data, measured by Mionix Naos QG mouse, was used to support self-reported methods consisting of a questionnaire and interviews. The study is based on 28 university students, and tested in a lab environment to minimize external distractions. The game was designed with three different scenarios, and it was concluded that one scenario in particular suc-cessfully simulated an emotional sense of what is like to have social anxiety dis-order. There is still much future work to do on how to use and interpret psycho-physiological measurement within game research. There is also potential for in-creased validity and reliability using methods other than self-reports, especially with emotional engagement as a research focus.
Original languageEnglish
Title of host publicationGames and Learning Alliance
EditorsAntonios Liapis
Publication statusAccepted/In press - 2019
SeriesGames and Learning Alliance. GALA 2019. Lecture Notes in Computer Science

Cite this

Báldy, I. D., Hansen, N., & Bjørner, T. (Accepted/In press). How to design and measure a serious game aiming at emotional engagement of social anxiety. In A. Liapis (Ed.), Games and Learning Alliance Games and Learning Alliance. GALA 2019. Lecture Notes in Computer Science
Báldy, Imre Dániel ; Hansen, Nikolaj ; Bjørner, Thomas. / How to design and measure a serious game aiming at emotional engagement of social anxiety. Games and Learning Alliance. editor / Antonios Liapis. 2019. (Games and Learning Alliance. GALA 2019. Lecture Notes in Computer Science).
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abstract = "This experimental study outlines how a serious game can be designed with the aim of simulating an emotional sense of what it is like to have social anxiety disorder. Novel within the study is the use of psychophysiological measures (galvanic skin response and heart rate) as ways to organize specific game events for later interview sessions. Card sorting was used as a projective technique in the interviews as a way to have participants talk about their emo-tional states. The psychophysiological data, measured by Mionix Naos QG mouse, was used to support self-reported methods consisting of a questionnaire and interviews. The study is based on 28 university students, and tested in a lab environment to minimize external distractions. The game was designed with three different scenarios, and it was concluded that one scenario in particular suc-cessfully simulated an emotional sense of what is like to have social anxiety dis-order. There is still much future work to do on how to use and interpret psycho-physiological measurement within game research. There is also potential for in-creased validity and reliability using methods other than self-reports, especially with emotional engagement as a research focus.",
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Báldy, ID, Hansen, N & Bjørner, T 2019, How to design and measure a serious game aiming at emotional engagement of social anxiety. in A Liapis (ed.), Games and Learning Alliance. Games and Learning Alliance. GALA 2019. Lecture Notes in Computer Science.

How to design and measure a serious game aiming at emotional engagement of social anxiety. / Báldy, Imre Dániel ; Hansen, Nikolaj ; Bjørner, Thomas.

Games and Learning Alliance. ed. / Antonios Liapis. 2019. (Games and Learning Alliance. GALA 2019. Lecture Notes in Computer Science).

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

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AB - This experimental study outlines how a serious game can be designed with the aim of simulating an emotional sense of what it is like to have social anxiety disorder. Novel within the study is the use of psychophysiological measures (galvanic skin response and heart rate) as ways to organize specific game events for later interview sessions. Card sorting was used as a projective technique in the interviews as a way to have participants talk about their emo-tional states. The psychophysiological data, measured by Mionix Naos QG mouse, was used to support self-reported methods consisting of a questionnaire and interviews. The study is based on 28 university students, and tested in a lab environment to minimize external distractions. The game was designed with three different scenarios, and it was concluded that one scenario in particular suc-cessfully simulated an emotional sense of what is like to have social anxiety dis-order. There is still much future work to do on how to use and interpret psycho-physiological measurement within game research. There is also potential for in-creased validity and reliability using methods other than self-reports, especially with emotional engagement as a research focus.

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Báldy ID, Hansen N, Bjørner T. How to design and measure a serious game aiming at emotional engagement of social anxiety. In Liapis A, editor, Games and Learning Alliance. 2019. (Games and Learning Alliance. GALA 2019. Lecture Notes in Computer Science).