From Snappy App to Screens in the Wild: Gamifying an Attention Deficit Hyperactivity Disorder Continuous Performance Test for Public Engagement and Awareness

M. Craven, Zoe Young, L. Simons, Holger Schnädelbach, Alinda Gillott
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引用次数: 10

Abstract

Attention Deficit Hyperactivity Disorder (ADHD) is a neurodevelopmental condition that is characterised by three core behaviours: inattention, hyperactivity and impulsivity. It is typically thought that around 3-5% of school aged children have ADHD, with lifetime persistence for the majority. A psychometric Continuous Performance Test (CPT) had recently been incorporated into an interactive smartphone application (App), Snappy App, to allow the measurement of the three ADHD symptom domains. Snappy App presents a sequence of letters of the alphabet in a pseudo-random manner with responses via the device's touch screen. Following a pilot test in the general population where the CPT showed sensitivity to ADHD-related symptoms (self-reported impulsive behaviour related to CPT measures), a new project was begun to convert the App into a game Attention Grabber based on the functionality of the test, focussing on the attention and impulsivity domains. The Screens in the Wild (SITW) platform is in the process of being employed for public engagement in awareness about ADHD through interactive technology. SITW has deployed a network of four public touch-screens in urban places. Each of the four nodes has a large (46 inch) display, a camera, a microphone and a speaker. The Snappy App web-app was translated for presentation on to the SITW platform. The browser-based App was redesigned, with the input of a commercial graphics design company, based on an initial proof-of-concept whereby the original App was reprogrammed to present sequences of graphical objects (fruit) and to introduce further engagement features including animations. A shortened video about Adult ADHD and a brief questionnaire were incorporated to form a stand-alone edutainment package. The earlier design and user testing of Snappy App is briefly described and details are then provided of the process of gamification to produce Attention Grabber. An evaluation process is described whereby awareness of ADHD and its related symptoms are to be probed. In general, finding out whether and how people engage with interactive screen technology can help in the design of future public engagement and health promotion activities. Ethical considerations are discussed, since public access to this kind of game could potentially raise health anxiety related to self-interpretation of game performance. This risk is balanced with the need to provide health information.
从时髦的应用程序到野外的屏幕:游戏化的注意缺陷多动障碍持续的公众参与和意识的性能测试
注意缺陷多动障碍(ADHD)是一种神经发育疾病,其特征是三种核心行为:注意力不集中、多动和冲动。一般认为,大约3-5%的学龄儿童患有注意力缺陷多动症,其中大多数终生存在。最近,一种心理测量连续表现测试(CPT)被整合到交互式智能手机应用程序(App) Snappy App中,以测量ADHD的三个症状域。Snappy应用程序以一种伪随机的方式呈现一系列字母,并通过设备的触摸屏进行响应。在普通人群中进行试点测试后,CPT显示出对adhd相关症状的敏感性(与CPT测量相关的自我报告冲动行为),一个新的项目开始了,将应用程序转换为基于测试功能的游戏注意力抓取器,重点关注注意力和冲动领域。“野外屏幕”(SITW)平台正被用于通过互动技术提高公众对多动症的认识。SITW在城市地区部署了一个由四个公共触摸屏组成的网络。四个节点中的每个节点都有一个大(46英寸)显示器、一个摄像头、一个麦克风和一个扬声器。Snappy App的网页应用程序被翻译成在SITW平台上展示。这款基于浏览器的App在一家商业图形设计公司的参与下进行了重新设计,并基于最初的概念验证,将原始App重新编程为呈现图形对象(水果)序列,并引入包括动画在内的进一步粘性功能。一段关于成人多动症的简短视频和一份简短的调查问卷被合并成一个独立的寓教于乐的包。简要描述了Snappy App的早期设计和用户测试,然后详细介绍了制作《Attention Grabber》的游戏化过程。一个评估过程描述,由此意识的注意力缺陷多动障碍及其相关症状进行了探讨。一般来说,了解人们是否以及如何参与互动屏幕技术可以帮助设计未来的公众参与和健康促进活动。这里讨论了伦理问题,因为公众接触这类游戏可能会引发与自我解读游戏表现相关的健康焦虑。这种风险与提供健康信息的需要是平衡的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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