Evidence map›Paper›PMID 40477275›Full record

ArticleMobile networks and applications : MONET2021

An Engaging Serious Game Aiming at Awareness of Therapy Skills Associated with Social Anxiety Disorder.

Imre Dániel Báldy, Nikolaj Hansen, Thomas Bjørner

Abstract read
In one paragraph

Article in Mobile networks and applications : MONET, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.

0numbers the graph read from it
0cells of the map it votes in
2citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

2 citing papers in PubMed.

  1. Article
  2. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors.

Imre Dániel BáldyDepartment of Architecture, Design and Media Technology. Aalborg University, Copenhagen, Denmark.
Nikolaj HansenDepartment of Architecture, Design and Media Technology. Aalborg University, Copenhagen, Denmark.
Thomas BjørnerDepartment of Architecture, Design and Media Technology. Aalborg University, Copenhagen, Denmark.ORCID 0000-0001-9071-7168

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Social anxiety disorder is characterized by sentiments of fear and anxiety in social interactions. This study's aim was to design and evaluate a serious game to raise awareness of cognitive behavioral therapy (CBT) skills associated with social anxiety disorder. The target group was university students, as 10-25% within this group have impaired functioning due to social anxiety. This study was based on three different iterations (study 1, study 2, and study 3), all included within a formative evaluation framework. In total, this study involved 71 university students, all within the 18-31 age range. The game was designed in Unity with the implementation of different CBT skills within different scenarios. The scenarios were designed based on psychophysiological pilot testing in study 1, and external psychiatrist and psychologist expertise. The evaluation in study 2 and 3 was based on self-reports (questionnaires and interviews), and a recall knowledge check. The findings revealed that the designed serious game was successful in terms of focused attention, perceived usability, aesthetic appeal, being worthwhile, and narrative understanding. However, the designed elements could be improved by allowing more in-game personalization with the inclusion of the users' own life experiences.

Indexed as

Iterative designSerious gamesSocial anxietyUser engagement

Identifiers

PMID40477275
PMCPMC7980792

What OpenQuestion holds

Textmetadata
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.