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

Gloria Mittmann, Adam Barnard, Ina Krammer, Diogo Martins, João Dias

    Research output: Journal article (peer-reviewed)Journal article

    10 Citations (Scopus)

    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.

    Original languageEnglish
    Article number242
    Pages (from-to)1-21
    JournalProceedings of the ACM on Human-Computer Interaction
    Volume6
    Issue numberCHI PLAY
    DOIs
    Publication statusPublished - 29 Oct 2022

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