Accepted for/Published in: JMIR Serious Games
Date Submitted: Aug 25, 2020
Open Peer Review Period: Jun 12, 2020 - Aug 7, 2020
Date Accepted: Oct 12, 2021
(closed for review but you can still tweet)
Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.
Above Water: Designing Games for Sensitive Topics and Battling Mental Health Stigma
ABSTRACT
Background:
While in many contexts unsuccessful games targeting learning, social interaction, or behavioural change have few downsides, when covering a sensitive domain such as mental health, care must be taken to avoid harm and stigmatization of people who live with mental health conditions. As a result, evaluation of the game to identify benefits and risks is crucial in understanding the game's success; however, assessment of these applications is often compared to the 'non-game' control condition, resulting in findings specifically regarding entertainment value and user preferences. Research exploring the design process, integrating field experts, and guidelines for designing a successful serious game for sensitive topics is limited.
Objective:
Our paper seeks to understand which elements of game design can guide a designer when designing a game for sensitive topics.
Methods:
To carefully probe the design space of serious games for mental health, we present Above Water, a game targeting the reduction of stigma surrounding mental health, now in its second iteration. This game serves as a research probe to understand the design and evaluation of games in the area of mental health by soliciting expert feedback from experts in domains related to Mental Health and Wellness, Game Design and User Experience (UX).
Results:
By using this deployment as a research probe to gather assessments by domain experts, this paper contributes to a better understanding of how to design specialized games to address sensitive topics.
Conclusions:
The main contribution of the presented paper is a set of the guidelines for designing games for sensitive subjects. For each guideline, we present an example of how to apply the finding to the sample game (Above Water). Furthermore, we demonstrate the generalizability to other sensitive topics by providing an additional example of a game that could be designed with the presented guidelines. Clinical Trial: N/A
Citation
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Copyright
© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.