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MoodJumper: An Exploration of Game Interface Preferences in Users With/Out Mood Disorder
Nilufar Baghaei1, Sylvia Hach2, Hai-Ning Liang3
1Otago Polytechnic Auckland (OPAIC), Auckland, New Zealand.
This study explored game interface preferences for individuals with a history of mood disorders. Findings suggest that a history of mood disorders does not impact preferences for game settings like color and layout.
Area of Science:
- Digital Health
- Human-Computer Interaction
- Mental Health Technology
Background:
- Mental health conditions present a significant global health challenge, with mental illnesses projected to be the leading cause of disease burden by 2030.
- Existing mental health services face challenges in meeting user needs and reaching a substantial portion of the population requiring support.
- Games for Health, particularly those targeting mental health, are gaining attention, yet user interface preferences for individuals with mental health conditions remain understudied.
Purpose of the Study:
- To investigate game interface preferences among users with a history of mental health conditions.
- To determine if a history of mood disorders influences the selection of game features and engagement.
- To inform the design of engaging and accessible digital health interventions for mental well-being.
Main Methods:
- Development of 'MoodJumper,' a prototype Android mobile game allowing avatar control and in-game objective completion.
- A preliminary study involving 25 participants who could customize game settings (e.g., color, character, music).
- Tracking of participant gaming behavior, including session duration and high scores, alongside self-reported history of mood disorders.
Main Results:
- The majority of participants, irrespective of their mood disorder history, preferred dark and colored game layouts.
- No significant differences were observed in gaming variables such as session duration and high scores between participants with and without a history of mood disorders.
- This preliminary data indicates that a history of mood disorder may not affect user preferences for game interface settings.
Conclusions:
- A history of mood disorder does not appear to influence preferences for specific game interface settings, such as color schemes and layout.
- Further research, including studies with individuals currently experiencing low mood, is needed to fully understand these preferences.
- Systematic investigation of game interface preferences in individuals with mood disorders is crucial for leveraging games in mental health support.
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