Natural User Interfaces for Meditative Health Games

Natural User Interfaces for Meditative Health Games

Ifeoluwapo Fashoro, Sithembile Ncube
DOI: 10.4018/978-1-7998-9223-6.ch010
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Abstract

The psychological health outcomes of video games are drawing increasing interest around the world. There is growing interest in video games as an accessible health intervention for depression and anxiety, both of which are rising health concerns globally. New interaction techniques for video games are becoming increasingly popular, with natural user interfaces (NUIs) becoming more commonplace in game systems. This chapter explores the design of a meditative game, a subgenre of casual games that intends for players to become calm and relaxed, and the evaluation of the NUIs for the game. The purpose of the chapter is to ascertain which NUI is most suitable for meditative games. A meditative fishpond game was designed that accepts two NUIs: touch and eye-tracking. The game was evaluated using a Positive and Negative Affect Schedule. The study found the eye-tracking interface reported a higher positive affect score from users and is therefore most suitable for meditative games.
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Introduction

Mental health is integral to individual and community health. The World Health Organization (WHO) describes mental health as a state of well-being in which individuals realize their abilities, cope with stress in their life, are productive and contribute positively to their community (World Health Organization, 2018). Mental health is the presence of psychological, social and affective well-being (Everymind, n.d.; Simon & Durand-Bush, 2014), thus positive mental health is synonymous with well-being. The WHO stresses that mental health in essence goes beyond the absence of mental disorders and encompasses the ability of individuals to “think, emote, interact with each other, earn a living and enjoy life” (World Health Organization, 2018). Mental health is therefore critical to the effective functioning of every society.

Growing concerns regarding mental health have led to its inclusion in the United Nations’ Sustainable Development Goals as Goal 8: Good health and well-being (United Nations, 2015). There has been a reported 13% rise of mental health conditions in the last decade, with 20% of children and adolescents (between ages 10 and 19) currently living with mental health conditions worldwide (World Health Organization, n.d.). Depression affects approximately 264 million people globally and is said to be one of the main causes of disability worldwide (World Health Organization, 2019). The COVID-19 pandemic has exacerbated concerns relating to public mental health and is predicted to have a long-term impact (Javed et al., 2020; Kim et al., 2020; Nabavi, 2021; Nguse & Wassenaar, 2021). Depression and anxiety have notably increased due to the pandemic (Nabavi, 2021).

Individuals suffering from mental health conditions face many barriers to seeking help such as lack of resources, lack of trained health-care providers and the social stigma associated with mental conditions (Pine, Sutcliffe, et al., 2020; World Health Organization, 2020). Vast disparities exist between the need for mental health interventions and availability of interventions worldwide. The WHO reports that between 76% and 85% of people with mental health conditions receive no treatment in low and middle-income countries (World Health Organization, 2019). This disparity has been aggravated by the COVID-19 pandemic and the lockdown response of most national governments. People who previously had access to mental health interventions before lockdown enforcements, have less access to physicians, medication and even friends and family for support (Nabavi, 2021; Nguse & Wassenaar, 2021).

Key Terms in this Chapter

Affect: An experience or expression of emotion which could be positive or negative.

Mindfulness: A state of awareness characterized by being focused on your current feelings and senses.

Meditative: Having to do with the act of meditation; causing calmness and relaxation.

Flow: The state of being fully engrossed in an activity; deep concentration.

Affective Well-Being: Emotional wellness. A healthy balance between negative and positive emotions.

Gameplay: The way a game is played.

User Interface: The aspect of a device that links the human and device for communication.

Meditative Game: A game that requires focused attention to make a user calm or relaxed.

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