An Interactive Story Decision-Making Game for Mental Health Awareness

M. A. F. Rodrigues, Thiago R. C. de Oliveira, Daniel L. de Figueiredo, Edilson O. Maia Neto, Alexandre A. A. Akao, Guilherme H. M. de Lima, Vitoria L. N. Silva, Anderson L. Karl
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引用次数: 2

Abstract

Few studies apply digital games to grow awareness about mental disorders, such as depression and social isolation. In this work, aiming to increase mental health awareness and focusing on self-care as a form of prevention, we present COEX-IST, a short, interactive story decision-making game experience for mental health. The narrative is about a socially isolated person at home suffering from depression, built from the personal experiences of undergraduate students during the pandemic. Most of them expressed severe levels of depression and anxiety due to restricted social interactions. As the game unfolds, the player can learn more about depression, the character's thoughts and feelings, and the story's context. Decisions have weight; thus, players must carefully weigh the consequences of their choices.
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心理健康意识的互动故事决策游戏
很少有研究利用数字游戏来提高人们对精神障碍(如抑郁症和社交孤立)的认识。在这项工作中,旨在提高心理健康意识和关注自我保健作为一种预防形式,我们提出了COEX-IST,一个简短的,互动故事的心理健康决策游戏体验。故事讲述的是一个在家中被社会孤立的人患有抑郁症的故事,故事取材于大流行期间本科生的个人经历。由于社交活动受限,他们中的大多数人表现出严重的抑郁和焦虑。随着游戏的展开,玩家可以了解更多关于抑郁、角色的想法和感受以及故事背景的内容。决策是有分量的;因此,玩家必须仔细权衡自己选择的后果。
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