LINA -- A social augmented reality game around mental health, supporting real-world connection and sense of belonging for early adolescents

April 27, 2022 ยท Declared Dead ยท ๐Ÿ› Proc. ACM Hum. Comput. Interact.

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Authors Gloria Mittmann, Adam Barnard, Ina Krammer, Diogo Martins, Joรฃo Dias arXiv ID 2204.12917 Category cs.HC: Human-Computer Interaction Citations 31 Venue Proc. ACM Hum. Comput. Interact. Last Checked 3 months ago
Abstract
Early adolescence is a time of major social change; a strong sense of belonging and peer connectedness is an essential protective factor in mental health during that period. In this paper we introduce LINA, an augmented reality (AR) smartphone-based serious game played in school by an entire class (age 10+) together with their teacher, which aims to facilitate and improve peer interaction, sense of belonging and class climate, while creating a safe space to reflect on mental health and external stressors related to family circumstance. LINA was developed through an interdisciplinary collaboration involving a playwright, software developers, psychologists, and artists, via an iterative co-development process with young people. A prototype has been evaluated quantitatively for usability and qualitatively for efficacy in a study with 91 early adolescents (agemean=11.41). Results from the Game User Experience Satisfaction Scale (GUESS-18) and data from qualitative focus groups showed high acceptability and preliminary efficacy of the game. Using AR, a shared immersive narrative and collaborative gameplay in a shared physical space offers an opportunity to harness adolescent affinity for digital technology towards improving real-world social connection and sense of belonging.
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