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An Interactive Mobile App Game to Address Aggression (RegnaTales): Pilot Quantitative Study

BACKGROUND: The rapid advancement in media technology has radically changed the way we learn and interact with one another. Games, with their engaging and interactive approach, hold promise in the delivery of knowledge and building of skills. This has potential in child and adolescent mental health...

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Autores principales: Ong, Jeffrey G, Lim-Ashworth, Nikki S, Ooi, Yoon P, Boon, Jillian S, Ang, Rebecca P, Goh, Dion H, Ong, Say H, Fung, Daniel S
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2019
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6530258/
https://www.ncbi.nlm.nih.gov/pubmed/31066682
http://dx.doi.org/10.2196/13242
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author Ong, Jeffrey G
Lim-Ashworth, Nikki S
Ooi, Yoon P
Boon, Jillian S
Ang, Rebecca P
Goh, Dion H
Ong, Say H
Fung, Daniel S
author_facet Ong, Jeffrey G
Lim-Ashworth, Nikki S
Ooi, Yoon P
Boon, Jillian S
Ang, Rebecca P
Goh, Dion H
Ong, Say H
Fung, Daniel S
author_sort Ong, Jeffrey G
collection PubMed
description BACKGROUND: The rapid advancement in media technology has radically changed the way we learn and interact with one another. Games, with their engaging and interactive approach, hold promise in the delivery of knowledge and building of skills. This has potential in child and adolescent mental health work, where the lack of insight and motivation for therapy are major barriers to treatment. However, research on the use of serious games in mental health interventions for children and adolescents is still in its infancy. OBJECTIVE: This study adds to the research on serious games in mental health interventions through the development and evaluation of RegnaTales, a series of 6 mobile apps designed to help children and adolescents manage anger. We examined the usability and playability of RegnaTales, as well as children’s aggression levels before and after the game play. METHODS: A total of 72 children aged between 6 and 12 years were recruited for the study. Thirty-five participants had a clinical diagnosis of disruptive behavior disorders (DBD), whereas 37 were typically developing (TD) children. Each child played 1 of the 6 RegnaTales apps for approximately 50 min before completing the Playability and Usability Questionnaire. The Reactive-Proactive Aggression Questionnaire was completed before and after the game play. RESULTS: The overall results showed high levels of enjoyment and playability. TD children and children with DBD had similar experienced fun and perceived playability scores on all 6 mobile apps. All 6 mobile apps garnered comparable experienced fun and perceived playability scores. Furthermore, 42% (5/12) to 67% (8/12) of the children indicated that they would like to play the games again. Importantly, children felt that they acquired skills in anger management, were motivated to use them in their daily lives, and felt confident that the skills would help them better manage their anger. Children reported significantly lower reactive aggression after playing the mobile apps Rage Raver (P=.001), Abaddon (P=.008), and RegnaTools (P=.03). These apps focused on the psychoeducation of the link between thoughts and emotions, as well as equipping the participants with various emotion regulation strategies such as relaxation and cognitive restructuring. CONCLUSIONS: This study presents evidence to support RegnaTales as a feasible serious game. The preliminary findings associated with reduction in reactive aggression, coupled with future research to further establish its efficacy, could warrant RegnaTales as a potential intervention for anger issues among clinical and community populations.
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spelling pubmed-65302582019-06-07 An Interactive Mobile App Game to Address Aggression (RegnaTales): Pilot Quantitative Study Ong, Jeffrey G Lim-Ashworth, Nikki S Ooi, Yoon P Boon, Jillian S Ang, Rebecca P Goh, Dion H Ong, Say H Fung, Daniel S JMIR Serious Games Original Paper BACKGROUND: The rapid advancement in media technology has radically changed the way we learn and interact with one another. Games, with their engaging and interactive approach, hold promise in the delivery of knowledge and building of skills. This has potential in child and adolescent mental health work, where the lack of insight and motivation for therapy are major barriers to treatment. However, research on the use of serious games in mental health interventions for children and adolescents is still in its infancy. OBJECTIVE: This study adds to the research on serious games in mental health interventions through the development and evaluation of RegnaTales, a series of 6 mobile apps designed to help children and adolescents manage anger. We examined the usability and playability of RegnaTales, as well as children’s aggression levels before and after the game play. METHODS: A total of 72 children aged between 6 and 12 years were recruited for the study. Thirty-five participants had a clinical diagnosis of disruptive behavior disorders (DBD), whereas 37 were typically developing (TD) children. Each child played 1 of the 6 RegnaTales apps for approximately 50 min before completing the Playability and Usability Questionnaire. The Reactive-Proactive Aggression Questionnaire was completed before and after the game play. RESULTS: The overall results showed high levels of enjoyment and playability. TD children and children with DBD had similar experienced fun and perceived playability scores on all 6 mobile apps. All 6 mobile apps garnered comparable experienced fun and perceived playability scores. Furthermore, 42% (5/12) to 67% (8/12) of the children indicated that they would like to play the games again. Importantly, children felt that they acquired skills in anger management, were motivated to use them in their daily lives, and felt confident that the skills would help them better manage their anger. Children reported significantly lower reactive aggression after playing the mobile apps Rage Raver (P=.001), Abaddon (P=.008), and RegnaTools (P=.03). These apps focused on the psychoeducation of the link between thoughts and emotions, as well as equipping the participants with various emotion regulation strategies such as relaxation and cognitive restructuring. CONCLUSIONS: This study presents evidence to support RegnaTales as a feasible serious game. The preliminary findings associated with reduction in reactive aggression, coupled with future research to further establish its efficacy, could warrant RegnaTales as a potential intervention for anger issues among clinical and community populations. JMIR Publications 2019-05-08 /pmc/articles/PMC6530258/ /pubmed/31066682 http://dx.doi.org/10.2196/13242 Text en ©Jeffrey G Ong, Nikki S Lim-Ashworth, Yoon P Ooi, Jillian S Boon, Rebecca P Ang, Dion H Goh, Say H Ong, Daniel S Fung. Originally published in JMIR Serious Games (http://games.jmir.org), 08.05.2019. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Ong, Jeffrey G
Lim-Ashworth, Nikki S
Ooi, Yoon P
Boon, Jillian S
Ang, Rebecca P
Goh, Dion H
Ong, Say H
Fung, Daniel S
An Interactive Mobile App Game to Address Aggression (RegnaTales): Pilot Quantitative Study
title An Interactive Mobile App Game to Address Aggression (RegnaTales): Pilot Quantitative Study
title_full An Interactive Mobile App Game to Address Aggression (RegnaTales): Pilot Quantitative Study
title_fullStr An Interactive Mobile App Game to Address Aggression (RegnaTales): Pilot Quantitative Study
title_full_unstemmed An Interactive Mobile App Game to Address Aggression (RegnaTales): Pilot Quantitative Study
title_short An Interactive Mobile App Game to Address Aggression (RegnaTales): Pilot Quantitative Study
title_sort interactive mobile app game to address aggression (regnatales): pilot quantitative study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6530258/
https://www.ncbi.nlm.nih.gov/pubmed/31066682
http://dx.doi.org/10.2196/13242
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