ORCID Profile
0000-0003-1088-3460
Current Organisation
Queensland University of Technology
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In Research Link Australia (RLA), "Research Topics" refer to ANZSRC FOR and SEO codes. These topics are either sourced from ANZSRC FOR and SEO codes listed in researchers' related grants or generated by a large language model (LLM) based on their publications.
Computer-Human Interaction | Information Systems | Communication Technology and Digital Media Studies | Bioinformatics Software | Education Systems | Digital and Interaction Design | Computer Software | Community Child Health | Early Childhood Education (excl. Māori) | Aboriginal and Torres Strait Islander Information and Knowledge Systems |
Computer Software and Services not elsewhere classified | Road Safety | Learner Development | Information Processing Services (incl. Data Entry and Capture) | Mobile Data Networks and Services | Child Health | Expanding Knowledge in Technology
Publisher: Informa UK Limited
Date: 07-2022
Publisher: Elsevier BV
Date: 02-2018
DOI: 10.1016/J.ADDBEH.2017.09.020
Abstract: Mobile apps provide a highly accessible way of reducing alcohol use in young people. This paper determines the 1-month efficacy and 2, 3 and 6month outcomes of the Ray's Night Out app, which aims to increase alcohol knowledge and reduce alcohol use in young people. User-experience design and agile development processes, informed by the Information-Motivation-Behavioral skills model and evidence-based motivational interviewing treatment approaches guided app development. A randomized controlled trial comparing immediate versus 1-month delayed access to the app was conducted in 197 young people (16 to 25years) who drank alcohol in the previous month. Participants were assessed at baseline, 1, 2, 3 and 6months. Alcohol knowledge, alcohol use and related harms and the severity of problematic drinking were assessed. App quality was evaluated after 1-month of app use. Participants in the immediate access group achieved a significantly greater increase in alcohol knowledge than the delayed access group at 1-month, but no differences in alcohol use or related problems were found. Both groups achieved significant reductions in the typical number of drinks on a drinking occasion over time. A reduction in maximum drinks consumed was also found at 1month. These reductions were most likely to occur in males and problem drinkers. Reductions in alcohol-related harm were also found. The app received a high mean quality (M=3.82/5, SD=0.51). The Ray app provides a youth-friendly and easily-accessible way of increasing young people's alcohol knowledge but further testing is required to determine its impact on alcohol use and related problems.
Publisher: ACM
Date: 17-10-2019
Publisher: ACM
Date: 02-11-2020
Publisher: Elsevier BV
Date: 02-2018
Publisher: JMIR Publications Inc.
Date: 26-07-2021
Abstract: o date, research has found variable success in using attentional bias modification training (ABMT) procedures in pain s les. Several factors could contribute to these mixed findings, including boredom and low motivation. Indeed, training paradigms are repetitive, which can lead to disengagement and high dropout rates. A potential approach to overcoming some of these barriers is to attempt to increase motivation and engagement through gamification (ie, the use of game elements) of this procedure. To date, research has yet to explore the gamified format of ABMT for chronic pain and its potential for the transfer of benefits. he aim of this study is to investigate the effects of a gamified web-delivered ABMT intervention in a s le of adults with chronic pain via a randomized, double-blind, placebo-controlled trial. total of 120 adults with chronic musculoskeletal pain, recruited from clinical (hospital outpatient waiting list) and nonclinical (wider community) settings, will be included in this randomized, double-blind, placebo-controlled, 3-arm trial. Participants will be randomly assigned to complete 6 web-based sessions of dot-probe nongamified sham control ABMT, nongamified standard ABMT, or gamified ABMT across a period of 3 weeks. Active ABMT conditions will aim to train attention away from pain-relevant words. Participant outcomes will be assessed at pretraining, during training, immediately after training, and at the 1-month follow-up. Primary outcomes include pain intensity, pain interference, and behavioral and self-reported engagement. Secondary outcomes include attentional bias for pain, anxiety, depression, interpretation bias for pain, and perceived improvement. he ethical aspects of this research project have been approved by the human research ethics committees of the Royal Brisbane and Women’s Hospital (HREC/2020/QRBW/61743) and Queensland University of Technology (2000000395). Study recruitment commenced in August 2021 and is ongoing. Data collection and analysis are expected to be concluded by October 2022 and January 2023, respectively. his trial will be the first to evaluate the effects of gamification techniques in a pain ABMT intervention. The findings will provide important information on the potential therapeutic benefits of gamified pain ABMT programs, shed light on the motivational influences of certain game elements in the context of pain, and advance our understanding of chronic pain. ustralian New Zealand Clinical Trials Registry ACTRN12620000803998 anzctr.org.au/ACTRN12620000803998.aspx RR1-10.2196/32359
Publisher: Elsevier BV
Date: 02-2007
Publisher: Elsevier BV
Date: 12-2016
Publisher: Frontiers Media SA
Date: 15-09-2020
Publisher: Elsevier BV
Date: 06-2017
Publisher: ACM
Date: 06-10-2023
Publisher: JMIR Publications Inc.
Date: 10-08-2020
DOI: 10.2196/18644
Abstract: There has been a growing interest in the application of gamification (ie, the use of game elements) to computerized cognitive training. The introduction of targeted gamification features to such tasks may increase motivation and engagement as well as improve intervention effects. However, it is possible that game elements can also have adverse effects on cognitive training (eg, be a distraction), which can outweigh their potential motivational benefits. So far, little is known about the effectiveness of such applications. This study aims to conduct a systematic review and meta-analysis to investigate the effect of gamification on process outcomes (eg, motivation) and on changes in the training domain (eg, cognition), as well as to explore the role of potential moderators. We searched PsycINFO, Cumulative Index to Nursing and Allied Health Literature, ProQuest Psychology, Web of Science, Scopus, PubMed, Science Direct, Excerpta Medica dataBASE, Institute of Electrical and Electronics Engineers Xplore, Association for Computing Machinery, and a range of gray-area literature databases. The searches included papers published between 2008 and 2018. Meta-analyses were performed using a random-effects model. The systematic review identified 49 studies, of which 9 randomized controlled trials were included in the meta-analysis. The results of the review indicated that research in this context is still developing and lacks well-controlled empirical studies. Gamification in cognitive training is applied to a large range of age groups and audiences and is mostly delivered at a research site through computers. Rewards and feedback continue to dominate the gamification landscape, whereas social-oriented features (eg, competition) are underused. The meta-analyses showed that gamified training tasks were more motivating/engaging (Hedges g=0.72) and more demanding/difficult (Hedges g=–0.52) than non- or less-gamified tasks, whereas no effects on the training domain were found. Furthermore, no variables moderated the impact of gamified training tasks. However, meta-analytic findings were limited due to a small number of studies. Overall, this review provides an overview of the existing research in the domain and provides evidence for the effectiveness of gamification in improving motivation/engagement in the context of cognitive training. We discuss the shortcomings in the current literature and provide recommendations for future research.
Publisher: ACM
Date: 30-09-2013
Publisher: ACM
Date: 30-09-2013
Publisher: ACM
Date: 02-12-2019
Publisher: SAGE Publications
Date: 2005
Abstract: Subjective intergroup beliefs and authoritarianism were assessed in a field study ( N = 255) of White Australians’ anti-Asian stereotyping and prejudice. A social identity analysis of intergroup prejudice was adopted, such that perceptions of the intergroup structure (instability, permeability, legitimacy and higher ingroup status) were proposed as predictors of higher prejudice (blatant and covert) and less favorable stereotyping. Consistent with the social identity approach, both independent and interacting roles for sociostructural predictors of Anti-Asian bias were observed, even after demographic and personality variables were controlled. For ex le, perceived legitimacy was associated with higher prejudice when White Australians’ status position relative to Asian Australians was valued. Moreover, when participants evaluated Whites’ position as unstable and high status or legitimate, perceptions of permeable intergroup boundaries were associated with anti-Asian bias. The present findings demonstrate status protection responses in advantaged group members in a field setting, lending weight to the contention that perceptions of sociostructural threat interact to predict outgroup derogation. Implications for theories of intergroup relations are discussed.
Publisher: ACM
Date: 05-10-2015
Publisher: Springer Science and Business Media LLC
Date: 12-2009
Publisher: ACM
Date: 17-09-2014
Publisher: Elsevier BV
Date: 11-2016
Publisher: Center for Open Science
Date: 24-05-2022
Abstract: This paper aims to provide common ground to facilitate transdisciplinary reviews of evidence intended to support decision making regarding children and technology. It presents a common purpose by arguing that society holds decision makers accountable and expects them to make use of evidence. Further, it provides a common and respectful shared terminology for the various types of reviews used to examine important aspects of children’s interaction with technology. It also provides an overview of historical developments and future challenges to support a common understanding of the evolving concepts and methods in reviews. Finally, it provides suggestions for practical and conceptual developments that could enable meaningful transdisciplinary collaboration. This transdisciplinary approach to evidence synthesis builds on recent advances in review approaches to more effectively support evidence-based decision making regarding digital technology use with, by, and for children. [This work was supported by the Australian Research Council Centre of Excellence for the Digital Child(grant number CE200100022)].
Publisher: Mary Ann Liebert Inc
Date: 04-2020
Publisher: JMIR Publications Inc.
Date: 14-02-2019
Abstract: here is little research on the application of gamification to mental health and well-being. Furthermore, usage of gamification-related terminology is inconsistent. Current applications of gamification for health and well-being have also been critiqued for adopting a behaviorist approach that relies on positive reinforcement and extrinsic motivators. his study aimed to analyze current applications of gamification for mental health and well-being by answering 3 research questions (RQs). RQ1: which gamification elements are most commonly applied to apps and technologies for improving mental health and well-being? RQ2: which mental health and well-being domains are most commonly targeted by these gamified apps and technologies? RQ3: what reasons do researchers give for applying gamification to these apps and technologies? A systematic review of the literature was conducted to answer these questions. e searched ACM Digital Library, CINAHL, Cochrane Library, EMBASE, IEEE Explore, JMIR, MEDLINE, PsycINFO, PubMed, ScienceDirect, Scopus, and Web of Science for qualifying papers published between the years 2013 and 2018. To answer RQ1 and RQ2, papers were coded for gamification elements and mental health and well-being domains according to existing taxonomies in the game studies and medical literature. During the coding process, it was necessary to adapt our coding frame and revise these taxonomies. Thematic analysis was conducted to answer RQ3. he search and screening process identified 70 qualifying papers that collectively reported on 50 apps and technologies. The most commonly observed gamification elements were levels or progress feedback, points or scoring, rewards or prizes, narrative or theme, personalization, and customization the least commonly observed elements were artificial assistance, unlockable content, social cooperation, exploratory or open-world approach, artificial challenge, and randomness. The most commonly observed mental health and well-being domains were anxiety disorders and well-being, whereas the least commonly observed domains were conduct disorder and bipolar disorders. Researchers’ justification for applying gamification to improving mental health and well-being was coded in 59% (41/70) of the papers and was broadly ided into 2 themes: (1) promoting engagement and (2) enhancing an intervention’s intended effects. ur findings suggest that the current application of gamification to apps and technologies for improving mental health and well-being does not align with the trend of positive reinforcement critiqued in the greater health and well-being literature. We also observed overlap between the most commonly used gamification techniques and existing behavior change frameworks. Results also suggest that the application of gamification is not driven by health behavior change theory, and that many researchers may treat gamification as a black box without consideration for its underlying mechanisms. We call for the inclusion of more comprehensive and explicit descriptions of how gamification is applied and the standardization of applied games terminology within and across fields.
Publisher: Association for Computing Machinery (ACM)
Date: 25-10-2022
DOI: 10.1145/3549490
Abstract: The esports market has been growing exponentially has been growing exponentially with much interest from industry and academia. Perhaps because of this growth, there is a lack of agreement on what esports actually encompasses. We conducted a systematic review of 461 peer reviewed, full papers that provide a definition of esports. Findings highlighted the growth of the esports field across different domains, and increasing global interest in esports, but a lack of consensus regarding definition of the term. Through thematic analysis we identified nine dimensions across esports definitions. We critically assess these dimensions in terms of their representativeness and utility in describing the multifaceted nature of esports. Our work may help create a shared understanding of what esports is- and is not-capturing a ersity of experiences within organized competitive gaming and supporting continued research growth in this increasingly important domain.
Publisher: ACM Press
Date: 2016
Publisher: ACM
Date: 07-05-2016
Publisher: ACM
Date: 07-12-2015
Publisher: ACM
Date: 15-10-2016
Publisher: ACM
Date: 15-10-2016
Publisher: ACM
Date: 04-02-2020
Publisher: Elsevier BV
Date: 06-2017
Publisher: Springer Berlin Heidelberg
Date: 2012
Publisher: ACM
Date: 02-12-2019
Publisher: ACM
Date: 05-10-2015
Publisher: Elsevier BV
Date: 10-2023
Publisher: ACM
Date: 02-01-1970
Publisher: ACM
Date: 02-11-2020
Publisher: Elsevier BV
Date: 2024
Publisher: JMIR Publications Inc.
Date: 04-07-2018
Abstract: motion dysregulation increases the risk of depression, anxiety, and substance use disorders. Music can help regulate emotions, and mobile phones provide constant access to it. The Music eScape mobile app teaches young people how to identify and manage emotions using music. his study aimed to examine the effects of using Music eScape on emotion regulation, distress, and well-being at 1, 2, 3, and 6 months. Moderators of outcomes and user ratings of app quality were also examined. randomized controlled trial compared immediate versus 1-month delayed access to Music eScape in 169 young people (aged 16 to 25 years) with at least mild levels of mental distress (Kessler 10 score ). o significant differences between immediate and delayed groups on emotion regulation, distress, or well-being were found at 1 month. Both groups achieved significant improvements in 5 of the 6 emotion regulation skills, mental distress, and well-being at 2, 3, and 6 months. Unhealthy music use moderated improvements on 3 emotion regulation skills. Users gave the app a high mean quality rating (mean 3.8 [SD 0.6]) out of 5. usic eScape has the potential to provide a highly accessible way of improving young people’s emotion regulation skills, but further testing is required to determine its efficacy. Targeting unhealthy music use in distressed young people may improve their emotion regulation skills. ustralian New Zealand Clinical Trials Registry ACTRN12615000051549 www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=365974
Publisher: ACM
Date: 30-09-2013
Publisher: ACM
Date: 09-09-2021
Publisher: Institute of Electrical and Electronics Engineers (IEEE)
Date: 12-2022
Publisher: Association for Computing Machinery (ACM)
Date: 04-04-2017
DOI: 10.1145/3034780
Abstract: The GameFlow model strives to be a general model of player enjoyment, applicable to all game genres and platforms. Derived from a general set of heuristics for creating enjoyable player experiences, the GameFlow model has been widely used in evaluating many types of games, as well as non-game applications. Initial applications of the GameFlow model were limited to real-time strategy games. However, in order to be considered a general model of player enjoyment in games, the GameFlow model needs to be applied to a more varied set of play experiences. In this article, we revisit the design of the GameFlow model, review the various applications and derivative models, and discuss on-going analysis of the model. Subsequently, we describe a study that aims to extend the initial validation of the GameFlow model to incorporate additional game types. We report the results of expert reviews conducted using the GameFlow criteria to evaluate first person shooter games on Sony PlayStation 3 and adventure games on Apple iPhone. Our findings provide insight into the manifestation of the GameFlow elements in these types of games and also highlight some of the genre-specific considerations in the application of the GameFlow model. Key issues are raised and discussed in relation to immersion, social interaction, and multiplayer games.
Publisher: ACM
Date: 07-12-2015
Publisher: ACM
Date: 28-11-2017
Publisher: Springer Berlin Heidelberg
Date: 2014
Publisher: ACM
Date: 07-12-2015
Publisher: Springer Berlin Heidelberg
Date: 2004
Publisher: Springer Berlin Heidelberg
Date: 2014
Publisher: Elsevier BV
Date: 05-2023
Publisher: ACM
Date: 19-10-2014
Publisher: ACM
Date: 19-10-2014
Publisher: ACM
Date: 07-12-2015
Publisher: Wiley
Date: 30-05-2013
DOI: 10.1111/DMCN.12179
Publisher: ACM
Date: 19-10-2014
Publisher: No publisher found
Date: 2017
Publisher: ACM
Date: 15-10-2016
Publisher: ACM
Date: 04-09-2012
Publisher: American Psychological Association (APA)
Date: 2022
DOI: 10.1037/PPM0000299
Publisher: JMIR Publications Inc.
Date: 19-11-2018
DOI: 10.2196/11068
Abstract: Men have different mental health needs as compared with women, and women make up the primary audience of most digital mental health interventions. An Australian football-themed (specifically Australian Football League, AFL) app named MindMax incorporating psychoeducation, gamification, mini-games, and social connection was developed in an effort to address this issue. The aim of this study was to identify the best way to structure and present MindMax, an app that aims to deliver psychoeducational modules, and create a Web-based community centering on well-being, AFL, and video games for men aged 16 to 35 years who are interested in AFL or video games. We conducted 6 participatory design (PD) workshops with people aged 16 to 35 years in 3 cities in Australia, to identify the best way to present MindMax, and contracted a digital development agency to develop MindMax. We then iteratively tested MindMax prototypes with 15 user experience testing interviews across 3 separate time points: 2 before app launch and 1 after app launch. A total of 40 in iduals (25 male and 15 female) participated in the PD workshops, and a total of 15 in iduals (10 male and 5 female) participated in user experience interviews. Broadly, participants expressed a preference for activities requiring active engagement that practiced useful skills. They were also sensitive to how content was presented and wanted the ability to customize their own app experience. Although participants agreed that social motivations were important for engagement with an app, they recommended not to mimic existing social networks. In basing itself strongly within the AFL subculture and by incorporating gamification as well as mini-games, MindMax aimed to tackle mental health help-seeking barriers for people who enjoy AFL or video games, with a particular emphasis on men, and to provide psychoeducation on strategies to increase mental health and well-being. If MindMax is successful, this would indicate that generalizing this approach to other traditional sporting codes and even competitive video gaming leagues (esports) would be fruitful.
Publisher: Informa UK Limited
Date: 07-2010
Publisher: ACM
Date: 06-05-2017
Publisher: Springer International Publishing
Date: 2017
Publisher: Association for Computing Machinery (ACM)
Date: 26-07-2022
DOI: 10.1145/3514257
Abstract: We propose a new research framework by which the nascent discipline of human-AI teaming can be explored within experimental environments in preparation for transferal to real-world contexts. We examine the existing literature and unanswered research questions through the lens of an Agile approach to construct our proposed framework. Our framework aims to provide a structure for understanding the macro features of this research landscape, supporting holistic research into the acceptability of human-AI teaming to human team members and the affordances of AI team members. The framework has the potential to enhance decision-making and performance of hybrid human-AI teams. Further, our framework proposes the application of Agile methodology for research management and knowledge discovery. We propose a transferability pathway for hybrid teaming to be initially tested in a safe environment, such as a real-time strategy video game, with elements of lessons learned that can be transferred to real-world situations.
Publisher: ACM
Date: 08-11-2011
Publisher: ACM
Date: 21-07-2012
Publisher: ACM
Date: 21-07-2012
Publisher: ACM
Date: 26-04-2014
Publisher: IEEE
Date: 09-2013
Publisher: Informa UK Limited
Date: 11-11-2009
Publisher: IEEE
Date: 10-2017
Publisher: ACM
Date: 05-10-2015
Publisher: ACM
Date: 15-10-2017
Publisher: Springer International Publishing
Date: 2016
Publisher: ACM
Date: 22-11-2010
Publisher: ACM
Date: 02-05-2017
Publisher: JMIR Publications Inc.
Date: 10-03-2020
Abstract: here has been a growing interest in the application of gamification (ie, the use of game elements) to computerized cognitive training. The introduction of targeted gamification features to such tasks may increase motivation and engagement as well as improve intervention effects. However, it is possible that game elements can also have adverse effects on cognitive training (eg, be a distraction), which can outweigh their potential motivational benefits. So far, little is known about the effectiveness of such applications. his study aims to conduct a systematic review and meta-analysis to investigate the effect of gamification on process outcomes (eg, motivation) and on changes in the training domain (eg, cognition), as well as to explore the role of potential moderators. e searched PsycINFO, Cumulative Index to Nursing and Allied Health Literature, ProQuest Psychology, Web of Science, Scopus, PubMed, Science Direct, Excerpta Medica dataBASE, Institute of Electrical and Electronics Engineers Xplore, Association for Computing Machinery, and a range of gray-area literature databases. The searches included papers published between 2008 and 2018. Meta-analyses were performed using a random-effects model. he systematic review identified 49 studies, of which 9 randomized controlled trials were included in the meta-analysis. The results of the review indicated that research in this context is still developing and lacks well-controlled empirical studies. Gamification in cognitive training is applied to a large range of age groups and audiences and is mostly delivered at a research site through computers. Rewards and feedback continue to dominate the gamification landscape, whereas social-oriented features (eg, competition) are underused. The meta-analyses showed that gamified training tasks were more motivating/engaging (Hedges g=0.72) and more demanding/difficult (Hedges g=–0.52) than non- or less-gamified tasks, whereas no effects on the training domain were found. Furthermore, no variables moderated the impact of gamified training tasks. However, meta-analytic findings were limited due to a small number of studies. verall, this review provides an overview of the existing research in the domain and provides evidence for the effectiveness of gamification in improving motivation/engagement in the context of cognitive training. We discuss the shortcomings in the current literature and provide recommendations for future research.
Publisher: ACM
Date: 23-10-2018
Publisher: ACM
Date: 23-10-2018
Publisher: Informa UK Limited
Date: 10-2003
Publisher: Elsevier BV
Date: 08-2019
Publisher: ACM
Date: 05-10-2015
Publisher: ACM
Date: 28-11-2017
Publisher: ACM
Date: 23-10-2018
Publisher: BCS Learning & Development
Date: 2014
Publisher: Association for Computing Machinery (ACM)
Date: 07-01-2022
DOI: 10.1145/3470973
Abstract: We present a long-term study of use of the Messaging Kettle, an Internet of Things (IOT) research prototype that augments an everyday kettle with both sensing and messaging capability and a beautiful light display in order to investigate connecting geographically distant loved ones to their family through the routine of boiling the kettle. Connection at a distance has been of sustained interest to the CHI community, and the social connection of older people is of increasing importance in recognition of ageing populations globally. However, very few novel designs in this domain have been investigated in situ or over the long term to examine whether their use sustains, and if so, how they impact communication in a relationship. The Messaging Kettle was trialled with four pairs of dispersed older mothers and adult daughters over timeframes that lasted between two months to more than two years. We observed the phenomenon of collaborative habituation wherein each party creatively made the technology work for them both through a combination of the gradual transformation of their everyday practices, arrangements, and living. Through developing these joint practices over time, participants expressed feelings of everyday togetherness that nurture their relationship at a distance. Three of the four couples continued to use the prototype for years, beyond the initial trial. We reflect on the artful integration of features of the Messaging Kettle and the way in which these features supported collaborative habituation . We also reflect on lessons and implications for the design of such relational technologies.
Publisher: JMIR Publications Inc.
Date: 16-01-2019
DOI: 10.2196/11482
Publisher: Elsevier BV
Date: 06-2022
Publisher: ACM
Date: 21-07-2012
Publisher: Informa UK Limited
Date: 05-2013
DOI: 10.1080/00140139.2013.770926
Abstract: Current older adult capability data-sets fail to account for the effects of everyday environmental conditions on capability. This article details a study that investigates the effects of everyday ambient illumination conditions (overcast, 6000 lx in-house lighting, 150 lx and street lighting, 7.5 lx) and contrast (90%, 70%, 50% and 30%) on the near visual acuity (VA) of older adults (n = 38, 65-87 years). VA was measured at a 1-m viewing distance using logarithm of minimum angle of resolution (LogMAR) acuity charts. Results from the study showed that for all contrast levels tested, VA decreased by 0.2 log units between the overcast and street lighting conditions. On average, in overcast conditions, participants could detect detail around 1.6 times smaller on the LogMAR charts compared with street lighting. VA also significantly decreased when contrast was reduced from 70% to 50%, and from 50% to 30% in each of the ambient illumination conditions. This article presents an experimental study that investigates the impact of everyday ambient illumination levels and contrast on older adults' VA. Results show that both factors have a significant effect on their VA. Findings suggest that environmental conditions need to be accounted for in older adult capability data-sets/designs.
Publisher: Springer US
Date: 2003
Publisher: ACM
Date: 21-07-2012
Publisher: Springer International Publishing
Date: 2015
Publisher: ACM
Date: 26-04-2014
Publisher: Elsevier BV
Date: 2015
DOI: 10.1016/J.APERGO.2013.03.011
Abstract: Successful inclusive product design requires knowledge about the capabilities, needs and aspirations of potential users and should cater for the different scenarios in which people will use products, systems and services. This should include: the in idual at home in the workplace for businesses, and for products in these contexts. It needs to reflect the development of theory, tools and techniques as research moves on. And it must also to draw in wider psychological, social, and economic considerations in order to gain a more accurate understanding of users' interactions with products and technology. However, recent research suggests that although a number of national disability surveys have been carried out, no such knowledge currently exists as information to support the design of products, systems and services for heterogeneous users. This paper outlines the strategy behind specific inclusive design research that is aimed at creating the foundations for measuring inclusion in product designs. A key outcome of this future research will be specifying and operationalising capability, and psychological, social and economic context measures for inclusive design. This paper proposes a framework for capturing such information, describes an early pilot study, and makes recommendations for better practice.
Publisher: JMIR Publications Inc.
Date: 26-06-2019
DOI: 10.2196/13717
Abstract: There is little research on the application of gamification to mental health and well-being. Furthermore, usage of gamification-related terminology is inconsistent. Current applications of gamification for health and well-being have also been critiqued for adopting a behaviorist approach that relies on positive reinforcement and extrinsic motivators. This study aimed to analyze current applications of gamification for mental health and well-being by answering 3 research questions (RQs). RQ1: which gamification elements are most commonly applied to apps and technologies for improving mental health and well-being? RQ2: which mental health and well-being domains are most commonly targeted by these gamified apps and technologies? RQ3: what reasons do researchers give for applying gamification to these apps and technologies? A systematic review of the literature was conducted to answer these questions. We searched ACM Digital Library, CINAHL, Cochrane Library, EMBASE, IEEE Explore, JMIR, MEDLINE, PsycINFO, PubMed, ScienceDirect, Scopus, and Web of Science for qualifying papers published between the years 2013 and 2018. To answer RQ1 and RQ2, papers were coded for gamification elements and mental health and well-being domains according to existing taxonomies in the game studies and medical literature. During the coding process, it was necessary to adapt our coding frame and revise these taxonomies. Thematic analysis was conducted to answer RQ3. The search and screening process identified 70 qualifying papers that collectively reported on 50 apps and technologies. The most commonly observed gamification elements were levels or progress feedback, points or scoring, rewards or prizes, narrative or theme, personalization, and customization the least commonly observed elements were artificial assistance, unlockable content, social cooperation, exploratory or open-world approach, artificial challenge, and randomness. The most commonly observed mental health and well-being domains were anxiety disorders and well-being, whereas the least commonly observed domains were conduct disorder and bipolar disorders. Researchers’ justification for applying gamification to improving mental health and well-being was coded in 59% (41/70) of the papers and was broadly ided into 2 themes: (1) promoting engagement and (2) enhancing an intervention’s intended effects. Our findings suggest that the current application of gamification to apps and technologies for improving mental health and well-being does not align with the trend of positive reinforcement critiqued in the greater health and well-being literature. We also observed overlap between the most commonly used gamification techniques and existing behavior change frameworks. Results also suggest that the application of gamification is not driven by health behavior change theory, and that many researchers may treat gamification as a black box without consideration for its underlying mechanisms. We call for the inclusion of more comprehensive and explicit descriptions of how gamification is applied and the standardization of applied games terminology within and across fields.
Publisher: ACM
Date: 04-09-2012
Publisher: ACM
Date: 18-04-2015
Publisher: Elsevier BV
Date: 03-2022
Publisher: Association for Computing Machinery (ACM)
Date: 25-10-2022
DOI: 10.1145/3549507
Abstract: Questionnaires are vital in games user research (GUR) to assess player experience (PX). However, having too many questions in surveys prevents wider uptake among GUR professionals because of games' rapid production cycles. To address this issue, we present the miniPXI---an eleven-item measure of the popular Player Experience Inventory (PXI)---providing single items for each of its eleven constructs. To develop the scale and examine its reliability and validity, we present three studies, conducted with 15 experts and 628 digital game players across continents. In the first survey study (n=366, 15 experts), single items were selected. In a second survey study (n=232), we explored reliability and validity of the single-item scale. Participants completed both full and single-item (SI) variants in three days. In the last study (n=30), we established the validity and sensitivity via an experimental evaluation of two games. The results are nuanced SI reliability estimates for PXI constructs range from .51 to .83 with an average of .68, we could confirm the validity for nine constructs. We conclude that the miniPXI can be a valuable tool for PX evaluations where a longer measure is not feasible, and provide practical considerations for its use.
Publisher: IEEE
Date: 10-2013
Publisher: ACM
Date: 19-10-2014
Publisher: ACM
Date: 04-12-2018
Publisher: ACM
Date: 19-10-2014
Publisher: Elsevier BV
Date: 09-2021
Publisher: ACM
Date: 26-11-2012
Publisher: Elsevier BV
Date: 07-2012
DOI: 10.1016/J.APERGO.2011.11.005
Abstract: A key issue in the field of inclusive design is the ability to provide designers with an understanding of people's range of capabilities. Since it is not feasible to assess product interactions with a large s le, this paper assesses a range of proxy measures of design-relevant capabilities. It describes a study that was conducted to identify which measures provide the best prediction of people's abilities to use a range of products. A detailed investigation with 100 respondents aged 50-80 years was undertaken to examine how they manage typical household products. Predictor variables included self-report and performance measures across a variety of capabilities (vision, hearing, dexterity and cognitive function), component activities used in product interactions (e.g. using a remote control, touch screen) and psychological characteristics (e.g. self-efficacy, confidence with using electronic devices). Results showed, as expected, a higher prevalence of visual, hearing, dexterity, cognitive and product interaction difficulties in the 65-80 age group. Regression analyses showed that, in addition to age, performance measures of vision (acuity, contrast sensitivity) and hearing (hearing threshold) and self-report and performance measures of component activities are strong predictors of successful product interactions. These findings will guide the choice of measures to be used in a subsequent national survey of design-relevant capabilities, which will lead to the creation of a capability database. This will be converted into a tool for designers to understand the implications of their design decisions, so that they can design products in a more inclusive way.
Publisher: Wiley
Date: 11-02-2014
DOI: 10.1002/9781118539415.WBWELL049
Abstract: In this chapter we take a broad approach to exploring how videogames can lead to improvements in wellbeing. We examine the impact of videogames on the psychological, social, and physical components of wellbeing. The emergence of videogames as a mainstream pastime has motivated our investigation. Research has shown that videogames can generally be expected to positively influence a player's mood and emotion. Experiences of autonomy, relatedness, competence, and flow during videogame play can all be seen to lead to improved psychological wellbeing. Commercial videogames have also been shown to lead to improvements in cognitive skills. Games designed to have a specific benefit have shown improvements in psychological wellbeing, education, engagement, physical wellbeing, and rehabilitation. Videogame play has been shown to positively impact social wellbeing across user populations, including people with intellectual disabilities. Games support development of real life friendships and provide new ways to create and maintain social connections. The rich and full social networks formed as part of massively multiplayer online gaming typify these benefits. Our focus in this chapter is on the positive influences of videogames and present evidence of the positive impact of videogames on the psychological, physical and social components of wellbeing. We do not explore research on contexts in which negative impacts are possible. Clearly, balanced engagement with age‐appropriate videogames is a key prerequisite for any of the wellbeing benefits. Although there is a great deal of evidence for the actual and potential positive impacts of videogames on wellbeing, there are many unanswered questions regarding the context in which there is likely to be an impact. We conclude the chapter by outlining the key questions for future research.
Publisher: BMJ
Date: 03-2023
DOI: 10.1136/BMJOPEN-2022-070460
Abstract: Governments worldwide are committed to reducing the prevalence of peer-to-peer online trolling. The practice of peer-to-peer online trolling, which is broadly defined as where a user intends to cause disruption or conflict online for their own amusement or advantage, is a widespread pervasive and damaging behavior, affecting over one-third of all social media users. There remains, however, a substantial barrier to addressing this behaviour due to a lack of understanding of peer-to-peer online trolling and its unique psychopathology that distinguishes it from other forms of peer-to-peer online abuse such as cyberbullying and flaming, as well as the primary information technology approach used to investigate trolling. Providing a synthesis of peer-to-peer online trolling research will assist organisations, governments and educators in addressing this deviant behaviour online. This protocol follows the six-stage scoping review process proposed by Arksey and O’Malley. Identifying the scoping review research question (stage 1) is followed by discussion on how studies will be selected (stage 2). We then discuss how we will determine which studies will be included in the scoping review (stage 3), as well as chart the data involved for each study included (stage 4). In stage 5, the scoping review protocol gathers, synthesises and reports the results, and consults with stakeholders about the initial protocol specifications (stage 6). As the scoping review methodology focuses on incorporating information from available publications, ethical approval is not required. An article summarising the scoping review results will be submitted for publication to a journal, presented at appropriate conferences and disseminated as part of future workshops with professionals and educators involved in reducing online trolling.
Publisher: IEEE
Date: 09-2013
Publisher: ACM
Date: 02-12-2019
Publisher: ACM
Date: 15-10-2016
Publisher: ACM
Date: 28-11-2017
Publisher: Springer Berlin Heidelberg
Date: 2005
DOI: 10.1007/11558651_45
Publisher: Wiley
Date: 08-06-2000
Publisher: Association for Computing Machinery (ACM)
Date: 25-10-2022
DOI: 10.1145/3549514
Abstract: When facing mental health concerns, men seek help less, confront greater stigma in accessing treatment, and experience more severe consequences. Interventions targeted at men are often grounded in activity and situated in appealing contexts, such as sporting or gaming spaces. In this paper, we question how pinball---a social tangible and digital leisure activity---can support men's mental health and wellbeing, through thematic analysis of in-depth semi-structured interviews (n=15) with male pinball enthusiasts. Our contribution is threefold: first, we evidence pinball as a context that provides incidental benefits to mental health directly, and indirectly through social connectedness second, that enthusiasts actively enhance their social lives and resulting wellbeing via pinball and third, that pinball contexts are suited for designing interventions that provide mental health supports within subcultures that appeal to men. We situate our findings in theories of wellbeing, activity-based communication, shoulder-to shoulder self-disclosure, and the importance of third-spaces for social wellness.
Publisher: ACM
Date: 21-04-2020
Publisher: Informa UK Limited
Date: 03-06-2019
Publisher: Elsevier BV
Date: 09-2004
Publisher: University of Queensland Library
Date: 2006
Publisher: Elsevier BV
Date: 06-2017
Publisher: ACM
Date: 04-06-2016
Publisher: Elsevier BV
Date: 2016
Publisher: Association for Computing Machinery (ACM)
Date: 25-10-2022
DOI: 10.1145/3549519
Abstract: This work explores the use of functional Near Infrared Spectroscopy (fNIRS) to assess cognitive activity during videogame play, and compare it to cognitive activity during cognitive tasks that assess executive control. To this end, we assessed haemodynamic response to videogame and cognitive tasks in the prefrontal cortex, each manipulated on a spectrum of difficulty. In our study (n = 37), we find that mental effort expended during videogame play did not differ from mental effort expended during cognitive tasks---and speculate that regional cognitive activity during gameplay is indicative of functions pertaining to memory encoding and retrieval, planning, and sustainment of attention. Our findings suggest the utility of fNIRS as a means to understand challenge as part of the player experience, and contest the popular conception of videogame play as cognitively undemanding entertainment. Further, we were successful in distinguishing between difficulty levels in the gameplay tasks, situating fNIRS as broadly useful for granular assessment of gameplay difficulty. As such, we contend that fNIRS is an effective and useful tool for generating high-resolution insights regarding cognition (and particularly the experience of difficulty) during gameplay.
Publisher: Springer Berlin Heidelberg
Date: 2012
Publisher: ACM
Date: 07-05-2016
Publisher: Elsevier BV
Date: 11-2016
Publisher: Association for Computing Machinery (ACM)
Date: 05-10-2021
DOI: 10.1145/3474708
Abstract: With ongoing interest in the relationship between videogame and mental health alongside recent focus on gaming's role in coping with stressful life events, we sought to explore the relationship between videogame play and wellbeing among people experiencing their first episode of psychosis. Specifically, we aimed to explore the associations between videogame play and wellbeing among consumers of a first episode psychosis (FEP) service and further to compare their motivations for play, need satisfaction, passion for play and wellbeing to a control group. A s le of 88 people experiencing FEP (57 who played videogames and 31 who did not) and a control s le of 46 (all of whom played videogames) completed a survey containing a range of questionnaires related to the variables of interest. Key findings include that among those experiencing FEP, people who played videogames reported better wellbeing outcomes than those who did not. Among participants who played videogames, the FEP s le reported lower levels of need satisfaction through gaming, lower levels of harmonious passion, higher levels of external types of motivation and lower levels of internal types of motivation for play than the control group. Finally, the relationships between passion orientation (both harmonious and obsessive) and psychological distress were stronger in the control group than the FEP s le, suggesting that passion for gaming may be less influential on wellbeing for those experiencing FEP.
Publisher: MDPI AG
Date: 29-10-2021
Abstract: This national study investigated the positives reported by residents experiencing the large-scale public health measures instituted in Australia to manage the first wave of the COVID-19 pandemic in 2020. Most Australians had not previously experienced the traditional public health measures used (social distancing, hand hygiene and restriction of movement) and which could potentially impact negatively on mental well-being. The research design included qualitative semi-structured phone interviews where participants described their early pandemic experiences. Data analysis used a rapid identification of themes technique, well-suited to large-scale qualitative research. The ninety participants (mean age 48 years 70 women) were distributed nationally. Analysis revealed five themes linked with mental well-being and the concept of silver linings: safety and security, gratitude and appreciation, social cohesion and connections, and opportunities to reset priorities and resilience. Participants demonstrated support for the public health measures and evidence of in idual and community resilience. They were cognisant of positives despite personal curtailment and negative impacts of public health directives. Stories of hope, strength, and acceptance, innovative connections with others and focusing on priorities and opportunities within the hardship were important strategies that others could use in managing adversity.
Publisher: Public Library of Science (PLoS)
Date: 12-05-2021
DOI: 10.1371/JOURNAL.PONE.0250363
Abstract: Bird call libraries are difficult to collect yet vital for bio-acoustics studies. A potential solution is citizen science labelling of calls. However, acoustic annotation techniques are still relatively undeveloped and in parallel, citizen science initiatives struggle with maintaining participant engagement, while increasing efficiency and accuracy. This study explores the use of an under-utilised and theoretically engaging and intuitive means of sound categorisation: onomatopoeia. To learn if onomatopoeia was a reliable means of categorisation, an online experiment was conducted. Participants sourced from Amazon mTurk (N = 104) ranked how well twelve onomatopoeic words described acoustic recordings of ten native Australian bird calls. Of the ten bird calls, repeated measures ANOVA revealed that five of these had single descriptors ranked significantly higher than all others, while the remaining calls had multiple descriptors that were rated significantly higher than others. Agreement as assessed by Kendall’s W shows that overall, raters agreed regarding the suitability and unsuitability of the descriptors used across all bird calls. Further analysis of the spread of responses using frequency charts confirms this and indicates that agreement on which descriptors were unsuitable was pronounced throughout, and that stronger agreement of suitable singular descriptions was matched with greater rater confidence. This demonstrates that onomatopoeia may be reliably used to classify bird calls by non-expert listeners, adding to the suite of methods used in classification of biological sounds. Interface design implications for acoustic annotation are discussed.
Publisher: Elsevier BV
Date: 10-2018
Publisher: Springer Berlin Heidelberg
Date: 2014
Publisher: Association for Computing Machinery (ACM)
Date: 29-09-2023
DOI: 10.1145/3611037
Publisher: Elsevier BV
Date: 10-2016
Publisher: Informa UK Limited
Date: 11-2013
Publisher: IEEE
Date: 09-2012
DOI: 10.1109/CW.2012.18
Publisher: Elsevier BV
Date: 10-2018
Publisher: IEEE
Date: 09-2013
Publisher: IEEE
Date: 09-2013
Publisher: ACM
Date: 15-10-2017
Publisher: ACM Press
Date: 2016
Publisher: ACM Press
Date: 2016
Publisher: JMIR Publications Inc.
Date: 17-05-2018
Abstract: en have different mental health needs as compared with women, and women make up the primary audience of most digital mental health interventions. An Australian football-themed (specifically Australian Football League, AFL) app named MindMax incorporating psychoeducation, gamification, mini-games, and social connection was developed in an effort to address this issue. he aim of this study was to identify the best way to structure and present MindMax, an app that aims to deliver psychoeducational modules, and create a Web-based community centering on well-being, AFL, and video games for men aged 16 to 35 years who are interested in AFL or video games. e conducted 6 participatory design (PD) workshops with people aged 16 to 35 years in 3 cities in Australia, to identify the best way to present MindMax, and contracted a digital development agency to develop MindMax. We then iteratively tested MindMax prototypes with 15 user experience testing interviews across 3 separate time points: 2 before app launch and 1 after app launch. total of 40 in iduals (25 male and 15 female) participated in the PD workshops, and a total of 15 in iduals (10 male and 5 female) participated in user experience interviews. Broadly, participants expressed a preference for activities requiring active engagement that practiced useful skills. They were also sensitive to how content was presented and wanted the ability to customize their own app experience. Although participants agreed that social motivations were important for engagement with an app, they recommended not to mimic existing social networks. n basing itself strongly within the AFL subculture and by incorporating gamification as well as mini-games, MindMax aimed to tackle mental health help-seeking barriers for people who enjoy AFL or video games, with a particular emphasis on men, and to provide psychoeducation on strategies to increase mental health and well-being. If MindMax is successful, this would indicate that generalizing this approach to other traditional sporting codes and even competitive video gaming leagues (esports) would be fruitful.
Publisher: Elsevier BV
Date: 08-2006
Publisher: Frontiers Media SA
Date: 31-03-2014
Publisher: ACM
Date: 09-2015
Publisher: JMIR Publications Inc.
Date: 27-01-2022
DOI: 10.2196/32359
Abstract: To date, research has found variable success in using attentional bias modification training (ABMT) procedures in pain s les. Several factors could contribute to these mixed findings, including boredom and low motivation. Indeed, training paradigms are repetitive, which can lead to disengagement and high dropout rates. A potential approach to overcoming some of these barriers is to attempt to increase motivation and engagement through gamification (ie, the use of game elements) of this procedure. To date, research has yet to explore the gamified format of ABMT for chronic pain and its potential for the transfer of benefits. The aim of this study is to investigate the effects of a gamified web-delivered ABMT intervention in a s le of adults with chronic pain via a randomized, double-blind, placebo-controlled trial. A total of 120 adults with chronic musculoskeletal pain, recruited from clinical (hospital outpatient waiting list) and nonclinical (wider community) settings, will be included in this randomized, double-blind, placebo-controlled, 3-arm trial. Participants will be randomly assigned to complete 6 web-based sessions of dot-probe nongamified sham control ABMT, nongamified standard ABMT, or gamified ABMT across a period of 3 weeks. Active ABMT conditions will aim to train attention away from pain-relevant words. Participant outcomes will be assessed at pretraining, during training, immediately after training, and at the 1-month follow-up. Primary outcomes include pain intensity, pain interference, and behavioral and self-reported engagement. Secondary outcomes include attentional bias for pain, anxiety, depression, interpretation bias for pain, and perceived improvement. The ethical aspects of this research project have been approved by the human research ethics committees of the Royal Brisbane and Women’s Hospital (HREC/2020/QRBW/61743) and Queensland University of Technology (2000000395). Study recruitment commenced in August 2021 and is ongoing. Data collection and analysis are expected to be concluded by October 2022 and January 2023, respectively. This trial will be the first to evaluate the effects of gamification techniques in a pain ABMT intervention. The findings will provide important information on the potential therapeutic benefits of gamified pain ABMT programs, shed light on the motivational influences of certain game elements in the context of pain, and advance our understanding of chronic pain. Australian New Zealand Clinical Trials Registry ACTRN12620000803998 anzctr.org.au/ACTRN12620000803998.aspx PRR1-10.2196/32359
Publisher: ACM
Date: 18-04-2015
Publisher: ACM
Date: 06-05-2017
Publisher: Elsevier BV
Date: 03-2020
Publisher: Elsevier BV
Date: 04-2016
Publisher: Springer International Publishing
Date: 2017
Publisher: Mary Ann Liebert Inc
Date: 05-2022
Abstract: Video games can satisfy people's basic psychological needs of autonomy, competence, and relatedness. This may lead them to develop a passion for the activity, which can be harmonious or obsessive. These different types of passions are associated with different well-being outcomes: harmonious passion (HP) is associated with positive effects such as Satisfaction with Life (SWL), obsessive passion (OP) is associated with adverse effects such as psychological distress. Although time spent playing video games has sometimes been found to be a predictor of poor well-being, there is a lack of understanding in its role in explaining the relationship between passion and well-being compared with other factors. Self-regulation is an important factor in predicting habits, including video game play. In this cross-sectional study (
Publisher: Elsevier BV
Date: 04-2020
Publisher: SAGE Publications
Date: 20-07-2017
Abstract: The free-to-play mobile game Pokémon GO’s (PGO) use of real-world mapping encourages play in public spaces, opening up the possibility of greater engagement with other players, local communities, and surrounds. This study conducted a series of interviews ( N = 15) and collected online social forum reports of gameplay ( N = 880), in order to determine what the social outcomes of play may be and what mechanisms might be facilitating the social connectedness. Thematic analysis revealed that playing PGO produced a sense of belonging, linked to a sense of place, as well as facilitating conversations with strangers and strengthening social ties. This was due to the use of accessible technology able to be integrated into daily routines, shared passion for the game, and mechanics that encouraged players out of their homes. “Shared passion” was tied to the nostalgic connection many players felt for the franchise. This study shows how gameplay can build social connectedness through real-world engagement.
Publisher: ACM
Date: 02-10-2013
Publisher: ACM
Date: 15-10-2016
Publisher: ACM Press
Date: 2016
Publisher: ACM
Date: 25-04-2020
Start Date: 2014
End Date: 2017
Funder: Australian Research Council
View Funded ActivityStart Date: 2015
End Date: 2017
Funder: Australian Research Council
View Funded ActivityStart Date: 2015
End Date: 2017
Funder: Australian Research Council
View Funded ActivityStart Date: 09-2016
End Date: 04-2022
Amount: $300,000.00
Funder: Australian Research Council
View Funded ActivityStart Date: 06-2015
End Date: 12-2021
Amount: $360,000.00
Funder: Australian Research Council
View Funded ActivityStart Date: 2015
End Date: 02-2018
Amount: $513,000.00
Funder: Australian Research Council
View Funded ActivityStart Date: 02-2021
End Date: 02-2028
Amount: $34,934,592.00
Funder: Australian Research Council
View Funded Activity