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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Main Authors: Ong, Jeffrey G., Lim-Ashworth, Nikki S., Ooi, Yoon P., Boon, Jillian S., Ong, Say H., Fung, Daniel S., Ang, Rebecca Pei-hui, Goh, Dion Hoe-lian
Other Authors: Wee Kim Wee School of Communication and Information
Format: Article
Language:English
Published: 2019
Subjects:
Online Access:https://hdl.handle.net/10356/86253
http://hdl.handle.net/10220/49276
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Institution: Nanyang Technological University
Language: English
id sg-ntu-dr.10356-86253
record_format dspace
institution Nanyang Technological University
building NTU Library
country Singapore
collection DR-NTU
language English
topic Mental Health
Video Games
Social sciences::Communication
spellingShingle Mental Health
Video Games
Social sciences::Communication
Ong, Jeffrey G.
Lim-Ashworth, Nikki S.
Ooi, Yoon P.
Boon, Jillian S.
Ong, Say H.
Fung, Daniel S.
Ang, Rebecca Pei-hui
Goh, Dion Hoe-lian
An interactive mobile app game to address aggression (RegnaTales) : pilot quantitative study
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.
author2 Wee Kim Wee School of Communication and Information
author_facet Wee Kim Wee School of Communication and Information
Ong, Jeffrey G.
Lim-Ashworth, Nikki S.
Ooi, Yoon P.
Boon, Jillian S.
Ong, Say H.
Fung, Daniel S.
Ang, Rebecca Pei-hui
Goh, Dion Hoe-lian
format Article
author Ong, Jeffrey G.
Lim-Ashworth, Nikki S.
Ooi, Yoon P.
Boon, Jillian S.
Ong, Say H.
Fung, Daniel S.
Ang, Rebecca Pei-hui
Goh, Dion Hoe-lian
author_sort Ong, Jeffrey G.
title 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_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_sort interactive mobile app game to address aggression (regnatales) : pilot quantitative study
publishDate 2019
url https://hdl.handle.net/10356/86253
http://hdl.handle.net/10220/49276
_version_ 1681036133310398464
spelling sg-ntu-dr.10356-862532020-03-07T12:15:50Z 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. Ong, Say H. Fung, Daniel S. Ang, Rebecca Pei-hui Goh, Dion Hoe-lian Wee Kim Wee School of Communication and Information Mental Health Video Games Social sciences::Communication 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. NMRC (Natl Medical Research Council, S’pore) Published version 2019-07-11T02:56:08Z 2019-12-06T16:18:57Z 2019-07-11T02:56:08Z 2019-12-06T16:18:57Z 2019 Journal Article Ong, J. G., Lim-Ashworth, N. S., Ooi, Y. P., Boon, J. S., Ang, R. P., Goh, D. H., . . . Fung, D. S. (2019). An interactive mobile app game to address aggression (RegnaTales) : pilot quantitative study. JMIR Serious Games, 7(2), e13242-. doi:10.2196/13242 https://hdl.handle.net/10356/86253 http://hdl.handle.net/10220/49276 10.2196/13242 en JMIR Serious Games © 2019 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. 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. 18 p. application/pdf