Title
Changing Peer Support Attitudes with Avatar-based Gamification.
Abstract
Demand for mental health services often cannot be met, resulting in high costs and lengthy wait times. In response to this problem, technological solutions have been proposed, such as computerised cognitive behavioural therapy (cCBT) and online peer to peer (P2P) support groups, which have been shown to be effective for non-severe cases of anxiety and depression, and can sometimes exceed the effectiveness on F2F therapy. However, P2P support is often viewed as inferior, and this perception has demotivated participation in existing cCBT P2P platforms by potential peers. To address this perception, we are designing a novel cCBT P2P game that uses gamification techniques to motivate players to participate as helping peers. Specifically, we are examining the Proteus Effect, which purports that a player will adopt qualities of their avatar in a contextual narrative.
Year
Venue
Field
2018
CHI Extended Abstracts
Peer support,Peer-to-peer,Computer science,Anxiety,Narrative,Human–computer interaction,Proteus effect,Mental health,Perception,Avatar,Applied psychology
DocType
ISBN
Citations 
Conference
978-1-4503-5621-3
0
PageRank 
References 
Authors
0.34
1
2
Name
Order
Citations
PageRank
Long Ting Chan100.34
James R. Wallace229623.17