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LINA - A Social Augmented Reality Game around Mental Health, Supporting Real-world Connection and Sense of Belonging for Early Adolescents

Published: 31 October 2022 Publication History

Abstract

Early adolescence is a time of major social change; a strong sense of belonging (SB) and peer connectedness is an essential protective factor in mental health (MH) 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, SB and class climate, while creating a safe space to reflect on MH 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 SB.

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  • (2024)Fostering the AR illusion: a study of how people interact with a shared artifact in collocated augmented realityFrontiers in Virtual Reality10.3389/frvir.2024.14287655Online publication date: 20-Aug-2024
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  1. LINA - A Social Augmented Reality Game around Mental Health, Supporting Real-world Connection and Sense of Belonging for Early Adolescents

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      cover image Proceedings of the ACM on Human-Computer Interaction
      Proceedings of the ACM on Human-Computer Interaction  Volume 6, Issue CHI PLAY
      CHI PLAY
      October 2022
      986 pages
      EISSN:2573-0142
      DOI:10.1145/3570219
      Issue’s Table of Contents
      This work is licensed under a Creative Commons Attribution-NonCommercial International 4.0 License.

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      Association for Computing Machinery

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      Published: 31 October 2022
      Published in PACMHCI Volume 6, Issue CHI PLAY

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      Author Tags

      1. augmented reality
      2. belonging
      3. co-development
      4. collaborative gameplay
      5. digital intervention
      6. immersive storytelling
      7. mixed methods
      8. serious games
      9. social connectedness

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      • (2024)Extended Reality for Mental Health Evaluation: Scoping ReviewJMIR Serious Games10.2196/3841312(e38413)Online publication date: 24-Jul-2024
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