MoodJumper: An Exploration of Game Interface Preferences in Users With/Out Mood Disorder

Mental health conditions pose a major challenge to healthcare providers and society at large. The World Health Organization predicts that by 2030 mental illnesses will be the leading disease burden globally. Mental health services are struggling to meet the needs of users and arguably fail to reach...

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Main Authors: Nilufar Baghaei, Sylvia Hach, Hai-Ning Liang, Marvin Brucker
Format: Article
Language:English
Published: Frontiers Media S.A. 2019-08-01
Series:Frontiers in Public Health
Subjects:
Online Access:https://www.frontiersin.org/article/10.3389/fpubh.2019.00220/full
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spelling doaj-75c07c7b7e294373b5193310ee39a5202020-11-25T01:55:21ZengFrontiers Media S.A.Frontiers in Public Health2296-25652019-08-01710.3389/fpubh.2019.00220473212MoodJumper: An Exploration of Game Interface Preferences in Users With/Out Mood DisorderNilufar Baghaei0Sylvia Hach1Hai-Ning Liang2Marvin Brucker3Otago Polytechnic Auckland (OPAIC), Auckland, New ZealandSchool of Community Studies, Unitec Institute of Technology, Auckland, New ZealandDepartment of Computer Science and Software Engineering, Xi'an Jiaotong-Liverpool University, Suzhou, ChinaDepartment of Computer Science and Software Engineering, Xi'an Jiaotong-Liverpool University, Suzhou, ChinaMental health conditions pose a major challenge to healthcare providers and society at large. The World Health Organization predicts that by 2030 mental illnesses will be the leading disease burden globally. Mental health services are struggling to meet the needs of users and arguably fail to reach large proportions of those in need. According to New Zealand Mental Health Foundation, one in five will experience a serious mood disorder, including depression, at some time in their life. Games for Health including those supporting mental health have recently gained a lot of attention. However, game interface preferences for users with a history of mental health conditions have not been systematically studied, making it difficult to determine what game features may attract and further engage users affected by mental health conditions. We present MoodJumper, a prototype Android mobile game, which enables players to jump to the top of the level by steering the avatar from platform to platform, gradually gaining height and collecting coins on the way up. We conducted a preliminary study (n = 25), in which participants were able to modify different settings of the game (background color, dark/light, character movement, gender, and music), while their gaming behavior was tracked. The results show that regardless of self-reported history of mood disorder, the majority of participants prefer the dark and colored layout setting and there were no differences in gaming variables including session duration and high scores. This represents a first indication that history of mood disorder does not affect user preferences for game interface settings. It will be important to follow up with data on users currently affected by low mood. Systematic study of game interface preferences in users with mood disorder constitutes a vital step in being able to harness the potential power of games for supporting mental health.https://www.frontiersin.org/article/10.3389/fpubh.2019.00220/fullgame designmood disorderuser preferencesuser studyuser interface design
collection DOAJ
language English
format Article
sources DOAJ
author Nilufar Baghaei
Sylvia Hach
Hai-Ning Liang
Marvin Brucker
spellingShingle Nilufar Baghaei
Sylvia Hach
Hai-Ning Liang
Marvin Brucker
MoodJumper: An Exploration of Game Interface Preferences in Users With/Out Mood Disorder
Frontiers in Public Health
game design
mood disorder
user preferences
user study
user interface design
author_facet Nilufar Baghaei
Sylvia Hach
Hai-Ning Liang
Marvin Brucker
author_sort Nilufar Baghaei
title MoodJumper: An Exploration of Game Interface Preferences in Users With/Out Mood Disorder
title_short MoodJumper: An Exploration of Game Interface Preferences in Users With/Out Mood Disorder
title_full MoodJumper: An Exploration of Game Interface Preferences in Users With/Out Mood Disorder
title_fullStr MoodJumper: An Exploration of Game Interface Preferences in Users With/Out Mood Disorder
title_full_unstemmed MoodJumper: An Exploration of Game Interface Preferences in Users With/Out Mood Disorder
title_sort moodjumper: an exploration of game interface preferences in users with/out mood disorder
publisher Frontiers Media S.A.
series Frontiers in Public Health
issn 2296-2565
publishDate 2019-08-01
description Mental health conditions pose a major challenge to healthcare providers and society at large. The World Health Organization predicts that by 2030 mental illnesses will be the leading disease burden globally. Mental health services are struggling to meet the needs of users and arguably fail to reach large proportions of those in need. According to New Zealand Mental Health Foundation, one in five will experience a serious mood disorder, including depression, at some time in their life. Games for Health including those supporting mental health have recently gained a lot of attention. However, game interface preferences for users with a history of mental health conditions have not been systematically studied, making it difficult to determine what game features may attract and further engage users affected by mental health conditions. We present MoodJumper, a prototype Android mobile game, which enables players to jump to the top of the level by steering the avatar from platform to platform, gradually gaining height and collecting coins on the way up. We conducted a preliminary study (n = 25), in which participants were able to modify different settings of the game (background color, dark/light, character movement, gender, and music), while their gaming behavior was tracked. The results show that regardless of self-reported history of mood disorder, the majority of participants prefer the dark and colored layout setting and there were no differences in gaming variables including session duration and high scores. This represents a first indication that history of mood disorder does not affect user preferences for game interface settings. It will be important to follow up with data on users currently affected by low mood. Systematic study of game interface preferences in users with mood disorder constitutes a vital step in being able to harness the potential power of games for supporting mental health.
topic game design
mood disorder
user preferences
user study
user interface design
url https://www.frontiersin.org/article/10.3389/fpubh.2019.00220/full
work_keys_str_mv AT nilufarbaghaei moodjumperanexplorationofgameinterfacepreferencesinuserswithoutmooddisorder
AT sylviahach moodjumperanexplorationofgameinterfacepreferencesinuserswithoutmooddisorder
AT hainingliang moodjumperanexplorationofgameinterfacepreferencesinuserswithoutmooddisorder
AT marvinbrucker moodjumperanexplorationofgameinterfacepreferencesinuserswithoutmooddisorder
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