Deriving design implications for serious videogame for people with psychosis

O Danilina, Anna Cox, S Johnson, A Fonseca
in Poster, CHI 2019 Glasgow, UK

Abstract

Research suggests that self-management interventions for psychosis have a promising effect on overall symptoms. However, despite given effectiveness, other evidence suggests that engagement with self-help interventions for people with psychosis is relatively poor.

Current research from common mental health and chronic physical conditions suggests the underlying potential of serious videogames or games that have been specifically designed for health benefits. At the moment, there are no serious videogames for psychosis self-management. Therefore, we would like to address this gap in the literature. Existing game design guidelines emphasize the importance of collaboration with end users clients (patients) and mental health professionals in order to get to know the end-users and their needs. There is currently a gap in research surrounding the acceptance and readiness of serious games as e-mental health applications.

This study has two aims: first, is to conduct qualitative semi-structured interviews with psychiatric inpatients and community patients who experience psychosis. We would like to address the following objectives: (a) to learn what aspects of self-management do patients struggle with, (b) how these aspects can be integrated in a serious videogame, (c) to learn about patient's experience with playing computer and video games.

Second, is to conduct qualitative semi-structured interviews with the mental health mental health professionals. We would like to address the following objectives: (a) to learn how acceptable are mental health professionals of the serious videogame as a self-management tool for psychosis, (b) what attributes of the game would mental health professionals like to see/not to see in a serious videogame.