Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/12684
DC FieldValueLanguage
dc.contributor.authorIolie Nicolaidou-
dc.contributor.authorTozzi, Federica-
dc.contributor.authorKindynis, Philippos-
dc.contributor.authorPanagiotou, Marinos-
dc.contributor.authorAntoniades, Athos-
dc.date.accessioned2018-08-22T08:15:03Z-
dc.date.available2018-08-22T08:15:03Z-
dc.date.issued2017-10-
dc.identifier.citation11th European Conference on Games Based Learning, 2017, Austria, 5-6 Octoberen_US
dc.identifier.urihttps://hdl.handle.net/20.500.14279/12684-
dc.description.abstractAround 40% of children experience subclinical anxiety and the median onset age for anxiety disorders is 6 years-old. Informal-learning, stress prevention interventions, accessible on children's mobile devices, could be one way to address this problem. Most existing mobile applications are adapted from adult-targeted approaches for anxiety treatment. There are limited game-based apps available for helping children identify and self-manage stress. To address this gap, an interactive storytelling serious game for mobile devices was designed for 5-11 year-olds, to help children identify body signs of stress and overcome stress through relaxation techniques. It was developed by Stremble Ventures LTD (www.stremble.com) and it is offered at www.kidsstressrelief.com currently on Android. The aim of this study was to evaluate the game's acceptability and usability, focusing on design characteristics with wide applicability in future prevention interventions in children. The research questions are: a) How do children between 5-11 years-old perceive stress signs and relaxation techniques presented through an interactive storytelling game? b) What are children's perceptions of the game's usability? Participants were eleven children (5-11 years old). Convenience sampling was used, reaching families with different socioeconomic background. Data sources included: a) a researcher-led usability evaluation protocol guiding children's videotaped interaction with the game, b) the System Usability Scale (SUS), and c) automatically-collected data capturing children's interaction with the app. Preliminary findings show promising results for the game's acceptability for identifying stress signs and practicing relaxation techniques, especially for children older than seven. Preliminary findings were also satisfactory with respect to the game's usability (raw average SUS scores=74.77). Instructional and design implications, of interest to developers of psychology-based apps, are drawn.en_US
dc.formatpdfen_US
dc.language.isoenen_US
dc.subjectChildrenen_US
dc.subjectInteractive story-tellingen_US
dc.subjectKids stress reliefen_US
dc.subjectPrevention interventionen_US
dc.subjectSerious game (app)en_US
dc.subjectStress managementen_US
dc.titleAn interactive storytelling game for mobile devices for children's stress managementen_US
dc.typeConference Papersen_US
dc.collaborationCyprus University of Technologyen_US
dc.collaborationSTREMBLE Ventures Ltden_US
dc.subject.categoryEducational Sciencesen_US
dc.countryCyprusen_US
dc.subject.fieldSocial Sciencesen_US
dc.publicationPeer Revieweden_US
cut.common.academicyear2017-2018en_US
item.openairecristypehttp://purl.org/coar/resource_type/c_c94f-
item.grantfulltextnone-
item.cerifentitytypePublications-
item.fulltextNo Fulltext-
item.languageiso639-1en-
item.openairetypeconferenceObject-
crisitem.author.deptDepartment of Communication and Internet Studies-
crisitem.author.facultyFaculty of Communication and Media Studies-
crisitem.author.orcid0000-0002-8267-0328-
crisitem.author.parentorgFaculty of Communication and Media Studies-
Appears in Collections:Δημοσιεύσεις σε συνέδρια /Conference papers or poster or presentation
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