FIND CATEGORY FOR ARTICLE

Analyze article and determine cultural category





Id : 2417

Author :
Rodrigues M.A.F.; De Oliveira T.R.C.; De Figueiredo D.L.; Neto E.O.M.; Akao A.A.A.; De Lima G.H.M.; Silva V.L.N.; Karl A.L.

Title


An Interactive Story Decision-Making Game for Mental Health Awareness

Reference :


Rodrigues M.A.F.; De Oliveira T.R.C.; De Figueiredo D.L.; Neto E.O.M.; Akao A.A.A.; De Lima G.H.M.; Silva V.L.N.; Karl A.L. An Interactive Story Decision-Making Game for Mental Health Awareness,SeGAH 2022 - 2022 IEEE 10th International Conference on Serious Games and Applications for Health

Link to article https://www.scopus.com/inward/record.uri?eid=2-s2.0-85143755646&doi=10.1109%2fSEGAH54908.2022.9978592&partnerID=40&md5=83709cf79ef7ec0aeb52da4c925a9c30
Abstract Few studies apply digital games to grow awareness about mental disorders, such as depression and social isolation. In this work, aiming to increase mental health awareness and focusing on self-care as a form of prevention, we present COEX-IST, a short, interactive story decision-making game experience for mental health. The narrative is about a socially isolated person at home suffering from depression, built from the personal experiences of undergraduate students during the pandemic. Most of them expressed severe levels of depression and anxiety due to restricted social interactions. As the game unfolds, the player can learn more about depression, the character's thoughts and feelings, and the story's context. Decisions have weight; thus, players must carefully weigh the consequences of their choices. © 2022 IEEE.



Results:


                    Category                    

             Certainity            
Heritage 0.0000
Archives 0.0000
Libraries 0.0000
Book and Press 0.0005
Visual Arts 0.0000
Performing Arts 0.0009
Audiovisual and Multimedia 0.9986
Architecture 0.0000
Adverstizing 0.0000
Art crafts 0.0000
General cultural dimension 0.0000
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