An Innovative Approach of Using Mobile Gaming to Bridge Well-Being, Anxiety, Depression, and Isolation

An Innovative Approach of Using Mobile Gaming to Bridge Well-Being, Anxiety, Depression, and Isolation

Robert Costello, Lucy Smith
Copyright: © 2022 |Pages: 18
DOI: 10.4018/IJAET.302013
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Abstract

Games technologies have been used within education and industry for many years to improve retention, engagement, and motivation. The present research explores the use of Mobile Learning (ML) and Massively Multiplayer Online game to strengthen the group perspective of teams, improve retention, and other health-related issues. Through using Pokémon Go as a baseline application, experimental research will be conducted to enable not just HE participants but also individuals from industry to engage in activities, challenges while looking at health (well being) and anxieties. Educators can harness this positive relationship by using collaborative or individual projects, to equipment the student's ability, through rewarding their progress with a variety of different types of intrinsic and extrinsic motivational techniques to enhance and empower there learning. There is significant evidence to show that the use of Mobile Learning (ML) in the classroom and industry through secondary and primary data that the use of technology is beneficial depending on the influences from the participants.
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Introduction

With the ever-growing need of support within Education and Industry to aid individuals with mental health (Kotera, Conway and Van Gordon, 2019; Oswalt et al. 2020), problems from anxieties (Gao et al. 2020) to depression (Pascoe, Hetrick and Parker, 2020). This study will explore whether using Mobile Gaming can help bridge well-being, anxiety, depression, and isolation, not just in academia but also in the industry. According to Abbey, Abramis and Caplan, (1985) and Lubans, Plotnikoff and Lubans, (2012), wellbeing is described as having three types of associated with it. These three types are: emotional, psychological, and social well-being in which people might feel that they are happy, have good relationships with others and feel part of a community (Galderisi et al. 2015; Costello and Lambert, 2019). Research from literature does point out that through well-being “the acceptance of experience that can be achieved through mindfulness includes enhanced awareness, greater self-regulation, greater openness and acceptance to experiences, and the development of new perspectives on the context and content of information” (Langer, 1992). Mani et al. builds upon the recommendations from Langer (1992) and indicates that “mindfulness has found to have beneficial psychological, somatic, behavioral” for “developing tolerance, acceptance, patience, trust, openness, gentleness, generosity, empathy, gratitude, and loving-kindness” (2015). Mindfulness “is relevant to the personal recovery of people with mental disorders” (Mani, Kavanagh, Hides and Stoyanov, 2015). Countless studies support well-being from a positive point: New findings from the Health Behaviour in School-aged Children (HBSC) survey (Nagata, 2020); How Can School Libraries Support Student Wellbeing? (Merga, 2020); Theoretical Explanations of Migrations, Mental Health, Wellbeing, and Posttraumatic Stress Disorder (Idemudia and Boehnke, 2020); Implications of Canadian youth views for measuring youth mental health from a socio-economic perspective (Laliberte and Varcoe, 2020). Laliberte and Varcoe, (2020) maintain that aspects of socio-economic and resources play an essential part in well-being and bridge isolation through community engagement, and awareness (Kelly et al. 2011).

This community engagement and awareness plays a pivotal role within this research. Mobile is used to create a community through games and learning to bridge and bring individuals together (Kelly et al. 2011; Laliberte and Varcoe, 2020). As prior studies have suggested games in learning and industry have supported individuals with mental health issues (Li, Chau, Wong, Lai and Yip, 2013), while others mobile games like Pokémon Go and The Walk: Fitness Tracker Game encouraged individuals to leave the house, meaning their well-being has improved positively (Mani, Kavanagh, Hides and Stoyanov, 2015; Carpenter, 2016). The Walk: Fitness Tracker, has similar traits to Pokémon Go, in that individuals get rewards for walking and collecting clues while unlocking achievements (Adams, 2014). In terms of this research, the authors will explore whether Mobile Games like that of Pokémon Go has a direct impact on individual well-being, motivation, and feelings of isolation through either a positive or negative perception. This study's contribution will lead to a further primary investigation into alternative solutions for providing well-being, anxiety, depression not just in industry but also in academia. By closing the gap associated with isolation, individuals can find common grounds to talk about themes, interests, and creating new relationships (Haythornthwaite, Kazmer, Robins and Shoemaker, 2000; Bakardjieva, 2003). As mentioned by Marshall, Dunstan and Bartik, there is not enough evidence to validate some of the digital tools through which “Clinicians need to be aware of” while “recommending apps to patients” (2020). This research paper will contribute to a broader audience as an alternative source for evidence of Well-being apps.

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