Early adolescence is a time of major social change; a strong sense of belonging and peer connectedness is an essential protective factor in mental health during that period. In this paper we introduce LINA, an augmented reality (AR) smartphone-based serious game played in school by an entire class (age 10+) together with their teacher, which aims to facilitate and improve peer interaction, sense of belonging and class climate, while creating a safe space to reflect on mental health and external stressors related to family circumstance. LINA was developed through an interdisciplinary collaboration involving a playwright, software developers, psychologists, and artists, via an iterative co-development process with young people. A prototype has been evaluated quantitatively for usability and qualitatively for efficacy in a study with 91 early adolescents (agemean=11.41). Results from the Game User Experience Satisfaction Scale (GUESS-18) and data from qualitative focus groups showed high acceptability and preliminary efficacy of the game. Using AR, a shared immersive narrative and collaborative gameplay in a shared physical space offers an opportunity to harness adolescent affinity for digital technology towards improving real-world social connection and sense of belonging.
翻译:早期的青春期是社会发生重大变革的时期;强烈的归属感和同龄人联系感是这一时期心理健康的一个基本保护因素;在本文件中,我们引入了LINA,这是一个由整个班级(10岁以上)与其教师一起在学校里玩的基于智能的强化现实(AR)严重游戏,目的是促进和加强同龄人的互动、归属感和阶级气候,同时创造一个安全的空间,以思考与家庭环境有关的心理健康和外部压力因素;LINA是通过一个由剧作家、软件开发者、心理学家和艺术家参与的跨学科合作,通过与年轻人的迭代共同发展过程而形成的;在与91名青少年(年龄=11.41岁)进行的一项研究中,从数量上评价一个原型的可用性和质量上评价,以提高效率;游戏使用者满意度表(GUESS-18)和定性焦点小组的数据显示,游戏非常可接受和初步有效;在共同的物理空间中,一个共同的沉浸式叙述和协作游戏为利用青少年掌握数字技术的亲近度,以改善现实社会联系和归属感提供了一个机会。