StreetWise: A valid ecology for a serious game in a secure forensic mental health setting

Article English OPEN
Hodge, P. ; Davies, J. ; Maiden, N. ; Mann, B. ; Nidsjo, A. ; Simpson, A. ; Reynolds, L. M. (2015)
  • Publisher: Elsevier BV
  • Journal: Procedia Computer Science, volume 63, pages 252-259 (issn: 1877-0509)
  • Related identifiers: doi: 10.1016/j.procs.2015.08.341
  • Subject: RC | QA75

To ascertain their readiness to be discharged from care, secure forensic mental health service users are often given restricted access to their local communities. However, this can be stressful for the service user and expose the public to potential risks. Therefore, new research was undertaken to explore whether a computer-based serious game could enable service users to explore their responses to community based risk situations in a safe environment. Creating a serious game for use in a secure forensic mental health setting is itself both novel and problematic, and the initial research sought to test the feasibility and acceptance of the game. This paper reports first results from working with service users to develop a prototype game that accurately describes their experiences and expectations to lay the foundations for a clinically effective tool and achieve acceptance.
  • References (25)
    25 references, page 1 of 3

    1. Gouuier W, Barker A, & Musso M. Ecological Validity. In Salkind N, (Ed.). Encyclopedia of research design. Sage Publications Inc, US; 2010; 400-405.

    2. Greitemeyer T, Osswald, S. Playing prosocial video games increases the accessibility of prosocial thoughts. J Social Psychology 151(2) 2011;121-128.

    3. Connolly TM, Boyle EA, MacArthur E, Hainey T, Boyle JM. A systematic literature review of empirical evidence on computer games and serious games. Computers & Education 59(2) 2012; 661-686.

    4. Ricciardi F, De Paolis LT. A Comprehensive review of serious games in health Professions. International Journal of Computer Games Technology, 2014; 1-11.

    5. Fernández-Aranda F, Jiménez-Murcia S, Santamaría JJ, Gunnard K, Soto A, Kalapanidas E, Bults RGA, Davarakis C, Ganchev T, Granero R, Konstantas D, Kostoulas TP, Lam T, Lucas M, Masuet-Aumatell C, Moussa MH, Nielsen J, Penel E. Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study. J Mental Health 21(4) 2012; 364-374.

    6. Fagundo AB, Santamaría JJ, Forcano L, Giner-Bartolomé C, Jiménez-Murcia S, Sánchez I, Granero R, Ben-Moussa M, MagnenatThalmann N, Konstantas D, Lam T, Lucas M, Nielsen J, Bults RGA, Tarrega S, Menchón JM, de la Torre R, Cardi V, Treasure J, Fernández-Aranda F. Video game therapy for emotional regulation and impulsivity control in a series of treated cases with Bulimia Nervosa. European Eating Disorders Review 21(6) 2013; 493-499.

    7. Arborelius L, Fors U, Svensson A, Sygel K, Kristiansson M. A new interactive computer simulation system for violence risk assessment of mentally disordered violent offenders. Criminal Behaviour and Mental Health 23(1) 2013; 30-40.

    8. Malbos E, Rapee RM, Kavakli M, Creation of interactive virtual environments for exposure therapy through game-level editors: comparison and tests on presence and anxiety. International J of Human-Computer Interaction 29, 2013; 827-837.

    9. Ma M, Jain LC, Anderson P. Virtual augmented reality and serious games for healthcare 1. SpringerLink eBook Collection 2014.

    10. van den Hoogen, J, Lo J, Meijer S. The debriefing of research games: a structured approach for the validation of gaming simulation outcomes, AGA 2014: 45th Conference of the International Simulation and Gaming Association, Dornbirn, Australia, July 2014; 599-610.

  • Metrics
    No metrics available
Share - Bookmark