From Snappy App to Screens in the Wild: Gamifying an Attention Deficit Hyperactivity Disorder Continuous Performance Test for Public Engagement and Awareness

From Snappy App to Screens in the Wild: Gamifying an Attention Deficit Hyperactivity Disorder Continuous Performance Test for Public Engagement and Awareness
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DOI:
10.1109/itag.2014.12
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发表时间:
2014-10
期刊:
2014 International Conference on Interactive Technologies and Games
影响因子:
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通讯作者:
M. Craven;Zoe Young;L. Simons;Holger Schnädelbach;Alinda Gillott
M. Craven;Zoe Young;L. Simons;Holger Schnädelbach;Alinda Gillott
中科院分区:
其他
文献类型:
--
作者:
M. Craven;Zoe Young;L. Simons;Holger Schnädelbach;Alinda Gillott

文献摘要

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注意力缺陷多动障碍(ADHD)是一种神经发育状况,其特征在于三个核心行为:注意力不集中,多动和冲动。通常认为,大约3-5%的学龄儿童患有ADHD,大多数人终生持续存在。最近,一项心理测量持续表现测试(CPT)被纳入了一个互动式智能手机应用程序(App),Snappy App,以测量三个ADHD症状领域。Snappy应用程序以伪随机方式呈现字母表中的字母序列,并通过设备的触摸屏进行响应。在普通人群中进行了一项试点测试,CPT显示出对ADHD相关症状(与CPT测量相关的自我报告的冲动行为)的敏感性,之后开始了一个新项目,根据测试功能将App转换为游戏Attention Grabber,重点关注注意力和冲动领域。野生屏幕(SITW)平台正在通过互动技术用于公众参与对ADHD的认识。SITW在城市地区部署了一个由四个公共触摸屏组成的网络。四个节点中的每一个都有一个大的(46英寸)显示器,一个摄像头,一个麦克风和一个扬声器。Snappy App网络应用程序经过翻译后将在SITW平台上展示。基于浏览器的应用程序在一家商业图形设计公司的投入下进行了重新设计,并基于最初的概念验证,对原始应用程序进行了重新编程,以呈现图形对象(水果)的序列,并引入包括动画在内的进一步参与功能。一个关于成人多动症的简短视频和一个简短的问卷调查被纳入,形成一个独立的教育娱乐包。本文简要介绍了Snappy App的早期设计和用户测试,并详细介绍了制作Attention Grabber的游戏化过程。描述了一个评估过程,其中注意缺陷多动障碍及其相关症状的认识进行探讨。一般来说,了解人们是否以及如何参与互动屏幕技术可以帮助设计未来的公众参与和健康促进活动。伦理方面的考虑进行了讨论,因为公众接触这种游戏可能会提高健康焦虑相关的自我解释的游戏性能。这一风险与提供健康信息的必要性相平衡。
Attention Deficit Hyperactivity Disorder (ADHD) is a neurodevelopmental condition that is characterised by three core behaviours: inattention, hyperactivity and impulsivity. It is typically thought that around 3-5% of school aged children have ADHD, with lifetime persistence for the majority. A psychometric Continuous Performance Test (CPT) had recently been incorporated into an interactive smartphone application (App), Snappy App, to allow the measurement of the three ADHD symptom domains. Snappy App presents a sequence of letters of the alphabet in a pseudo-random manner with responses via the device's touch screen. Following a pilot test in the general population where the CPT showed sensitivity to ADHD-related symptoms (self-reported impulsive behaviour related to CPT measures), a new project was begun to convert the App into a game Attention Grabber based on the functionality of the test, focussing on the attention and impulsivity domains. The Screens in the Wild (SITW) platform is in the process of being employed for public engagement in awareness about ADHD through interactive technology. SITW has deployed a network of four public touch-screens in urban places. Each of the four nodes has a large (46 inch) display, a camera, a microphone and a speaker. The Snappy App web-app was translated for presentation on to the SITW platform. The browser-based App was redesigned, with the input of a commercial graphics design company, based on an initial proof-of-concept whereby the original App was reprogrammed to present sequences of graphical objects (fruit) and to introduce further engagement features including animations. A shortened video about Adult ADHD and a brief questionnaire were incorporated to form a stand-alone edutainment package. The earlier design and user testing of Snappy App is briefly described and details are then provided of the process of gamification to produce Attention Grabber. An evaluation process is described whereby awareness of ADHD and its related symptoms are to be probed. In general, finding out whether and how people engage with interactive screen technology can help in the design of future public engagement and health promotion activities. Ethical considerations are discussed, since public access to this kind of game could potentially raise health anxiety related to self-interpretation of game performance. This risk is balanced with the need to provide health information.