Abstract
Mental illness has a long history of being stigmatised in societies around the world. This stigma denies individuals who have a mental illness the opportunity to lead everyday lives and leaves them reluctant to seek professional help for their illness. A form of therapy called Cognitive Behavioural Therapy (CBT) has proven to be very effective for various mental health issues. Serious game-based storytelling is a form of digital game that aims to create a virtual environment where the player encounters and solves problems in the games world for purposes other than entertainment, for example health and education. The work reported in this paper addresses how CBT can be incorporated in serious games. It focuses on story analysis and offers an illustrative example and a set of guidelines for incorporating a CBT resilience model based on physical, mental, emotional, and social resilience activities into the game’s storyline.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Eisenberg, D., Down, M.F., Golberstein, E., Zivin, K.: Stigma and help seeking for mental health among college students. Med. Care Res. Rev. 66(5), 522–541 (2009)
Otte, C.: Cognitive behavioural therapy in anxiety disorders: current state of the evidence. Dialogues Clin. Neurosci. 13(4), 413–421 (2011)
Frutos-Pascual, M., Zapirain, B.G.: Review of the use of AI techniques in serious games: decision making and machine learning. IEEE Trans. Comput. Intell. AI Games 9(2), 133–152 (2017)
Fleming, T.M., et al.: Serious games and gamification for mental health: current status and promising directions. Front. Psychiatry. 7, 215 (2016)
Cannon-Bowers, J., Bowers, C.: Serious storytelling. In: Serious Game Design and Development: Technologies for Training and Learning, pp. 13–30. IGI Global, Hershey (2010)
Michael, D., Chen, S.: Serious Games: Games That Educate, Trian, and Inform. Thomson Course Technology PTR, Boston (2006)
McDaniel, R., Fiore, S.M., Nicholson, D.: Serious storytelling: narrative considerations for serious game researchers and developers. In: Serious Game Design and Development: Technologies for Training and Learning, pp. 13–30 (2010)
Swift, P., Cyhlarova, E., Goldie, I., O’Sullivan, C.: Living with anxiety: understanding the role and impact of anxiety in our lives. Mental Health Foundation, London (2014)
Friedlli, D.L.: Mental health, resilience and inequalities. WHO Regional Office for Europe, Copenhagen, Denmark (2009)
Burns, D.D.: Feeling Good: The New Mood Therapy. William Morrow and Company, New York (1980)
Fenn, K., Byrne, M.: The Key Principles of Cognitive Behavioural Therapy. InnovAiT: Educ. Inspir. Gen. Pract. 6(9), 579–585 (2013)
Konigsberg, I.: The Complete Film Dictionary. Penguin Books, New York (1989)
Harun, A., Razeef, M., Razeef Abd Razak, M., Nur Firdaus Nasir, M.: Freytag’s pyramid: an approach for analysing the dramatic elements and narrative structure in Filem Negara Malaysia’s first animated cartoon. In: IEEE Symposium on Humanities, Science and Engineering Research (SHUSER), Penang, Malaysia (2013)
Freytag, G.: Freytag’s Technique of the Drama: An Exposition of Dramatic Composition and Art. An Authorised Translation from the 6th German Ed. by Elias J. MacEwan. Scott, Foresman & CO, Chicago (1898)
Miller, C.H.: Digital Storytelling: A Creator’s Guide to Interactive Entertainment, 4th edn. CRC Press/Taylor & Francis Group, NY (2020)
Baranowski, T., Buday, R., Thompson, D.I., Baranowski, J.: Playing for real: video games and stories for health-related behaviour change. Am. J. Prev. Med. 34(1), 74–82 (2008)
Shapiro, S., Rotter, M.: Graphic depictons: portrayals of mental illness in video games. J. Forensic Sci. 61(6), 1592–1595 (2016)
Dunlap, K.: Representation of mental illness in video games. In: Connnected Learning Summit (2018)
Berzinka, V.: Computer games supporting cognitive therapy in children. Clin. Child Psychol. Psychiatry 19(1), 100–110 (2012)
Jonell, C., Olonde, D.A.: Use of Serious Games in Treatment of Depression (2016)
Bostan, B.: Game User Experience and Player-Centered Design. Springer, Istanbul (2020). https://doi.org/10.1007/978-3-030-37643-7
Alves, T.: Exploring underrepresented narratives. Social anxiety in games. University of Skovde, Skovde, Sweden (2018)
Wang, H., Singhal, A.: Digital games: the secret of alternative health realities. In: Health Communication Strategies for Developing Global Health Programs, pp. 67–82. Peter Lang, New York (2014)
Levall, M.: Please knock on my door: a story-driven experience capturing the struggles of depression and social anxiety, 7 September 2017. http://www.michaellevall.com/please-knock-on-my-door/. Accessed June 2020
Wilde, O.: The happy prince and other tales. In: The Selfish Giant (1888)
Plutchik, R.: The nature of emotions. Am. Sci. 89(4), 334–350 (2001)
Costa, P.T., McCrae, R.R.: The NEO inventories. In: Neo PI-R Professional Manual, pp. 223–256. PAR, Inc., Lutz (1992)
John, O.P., Robins, R.W., Pervin, L.A.: Handbook of Personality: Theory and Research, 3rd edn. The Guilford Press, New York (2008)
Merril, K.M., Strauman, T.J.: The role of personality in cognitive-behavioural therapies. Behav. Ther. 35(1), 131–146 (2004)
Field, S.: Screenplay: The Foundations of Screenwriting. Delta, New York (2005)
Wright, A.B.: The colour affects system of colour psychology. In: AIC Quadrennial Congress, London (2009)
Rider, R.M.: Colour Psychology and Graphic Design Applications (2010)
Wilde, O.: The Selfish Giant by Lisbeth Zwerger. Mineedition, Hong Kong (1991)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2021 Springer Nature Switzerland AG
About this paper
Cite this paper
Hassan, T., McKee, G.T. (2021). Designing CBT-Rich Stories for Serious Games. In: Fletcher, B., Ma, M., Göbel, S., Baalsrud Hauge, J., Marsh, T. (eds) Serious Games. JCSG 2021. Lecture Notes in Computer Science(), vol 12945. Springer, Cham. https://doi.org/10.1007/978-3-030-88272-3_8
Download citation
DOI: https://doi.org/10.1007/978-3-030-88272-3_8
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-88271-6
Online ISBN: 978-3-030-88272-3
eBook Packages: Computer ScienceComputer Science (R0)