دورية أكاديمية

An Interactive Mobile App Game to Address Aggression (RegnaTales): Pilot Quantitative Study.

التفاصيل البيبلوغرافية
العنوان: An Interactive Mobile App Game to Address Aggression (RegnaTales): Pilot Quantitative Study.
المؤلفون: Ong JG; Department of Developmental Psychiatry, Institute of Mental Health, Singapore, Singapore., Lim-Ashworth NS; Department of Developmental Psychiatry, Institute of Mental Health, Singapore, Singapore., Ooi YP; Department of Developmental Psychiatry, Institute of Mental Health, Singapore, Singapore.; Department of Psychology, University of Basel, Basel, Switzerland., Boon JS; Department of Developmental Psychiatry, Institute of Mental Health, Singapore, Singapore., Ang RP; Psychological Studies, National Institute of Education, Nanyang Technological University, Singapore, Singapore., Goh DH; Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore, Singapore., Ong SH; Department of Developmental Psychiatry, Institute of Mental Health, Singapore, Singapore., Fung DS; Department of Developmental Psychiatry, Institute of Mental Health, Singapore, Singapore.
المصدر: JMIR serious games [JMIR Serious Games] 2019 May 08; Vol. 7 (2), pp. e13242. Date of Electronic Publication: 2019 May 08.
نوع المنشور: Journal Article
اللغة: English
بيانات الدورية: Publisher: JMIR Publications Country of Publication: Canada NLM ID: 101645255 Publication Model: Electronic Cited Medium: Print ISSN: 2291-9279 (Print) NLM ISO Abbreviation: JMIR Serious Games Subsets: PubMed not MEDLINE
أسماء مطبوعة: Original Publication: Toronto : JMIR Publications, [2013]-
مستخلص: Background: The rapid advancement in media technology has radically changed the way we learn and interact with one another. Games, with their engaging and interactive approach, hold promise in the delivery of knowledge and building of skills. This has potential in child and adolescent mental health work, where the lack of insight and motivation for therapy are major barriers to treatment. However, research on the use of serious games in mental health interventions for children and adolescents is still in its infancy.
Objective: This study adds to the research on serious games in mental health interventions through the development and evaluation of RegnaTales, a series of 6 mobile apps designed to help children and adolescents manage anger. We examined the usability and playability of RegnaTales, as well as children's aggression levels before and after the game play.
Methods: A total of 72 children aged between 6 and 12 years were recruited for the study. Thirty-five participants had a clinical diagnosis of disruptive behavior disorders (DBD), whereas 37 were typically developing (TD) children. Each child played 1 of the 6 RegnaTales apps for approximately 50 min before completing the Playability and Usability Questionnaire. The Reactive-Proactive Aggression Questionnaire was completed before and after the game play.
Results: The overall results showed high levels of enjoyment and playability. TD children and children with DBD had similar experienced fun and perceived playability scores on all 6 mobile apps. All 6 mobile apps garnered comparable experienced fun and perceived playability scores. Furthermore, 42% (5/12) to 67% (8/12) of the children indicated that they would like to play the games again. Importantly, children felt that they acquired skills in anger management, were motivated to use them in their daily lives, and felt confident that the skills would help them better manage their anger. Children reported significantly lower reactive aggression after playing the mobile apps Rage Raver (P=.001), Abaddon (P=.008), and RegnaTools (P=.03). These apps focused on the psychoeducation of the link between thoughts and emotions, as well as equipping the participants with various emotion regulation strategies such as relaxation and cognitive restructuring.
Conclusions: This study presents evidence to support RegnaTales as a feasible serious game. The preliminary findings associated with reduction in reactive aggression, coupled with future research to further establish its efficacy, could warrant RegnaTales as a potential intervention for anger issues among clinical and community populations.
(©Jeffrey G Ong, Nikki S Lim-Ashworth, Yoon P Ooi, Jillian S Boon, Rebecca P Ang, Dion H Goh, Say H Ong, Daniel S Fung. Originally published in JMIR Serious Games (http://games.jmir.org), 08.05.2019.)
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فهرسة مساهمة: Keywords: anger management; mental health; mobile app; video games
تواريخ الأحداث: Date Created: 20190509 Latest Revision: 20200930
رمز التحديث: 20221213
مُعرف محوري في PubMed: PMC6530258
DOI: 10.2196/13242
PMID: 31066682
قاعدة البيانات: MEDLINE
الوصف
تدمد:2291-9279
DOI:10.2196/13242