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Ambient Media and Systems. Third International ICST Conference, AMBI-SYS 2013, Athens, Greece, March 15, 2013, Revised Selected Papers

Research Article

Game Design for Pre-screening Patients with Mental Health Complications Using ICT Tools

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  • @INPROCEEDINGS{10.1007/978-3-319-04102-5_2,
        author={Vibhuti Bagga and Kanav Kahol and Sushil Chandra},
        title={Game Design for Pre-screening Patients with Mental Health Complications Using ICT Tools},
        proceedings={Ambient Media and Systems. Third International ICST Conference, AMBI-SYS 2013, Athens, Greece, March 15, 2013, Revised Selected Papers},
        proceedings_a={AMBI-SYS},
        year={2014},
        month={6},
        keywords={mental health stress video games neurocognitive assessment EEG PCA},
        doi={10.1007/978-3-319-04102-5_2}
    }
    
  • Vibhuti Bagga
    Kanav Kahol
    Sushil Chandra
    Year: 2014
    Game Design for Pre-screening Patients with Mental Health Complications Using ICT Tools
    AMBI-SYS
    Springer
    DOI: 10.1007/978-3-319-04102-5_2
Vibhuti Bagga1,*, Kanav Kahol1,*, Sushil Chandra2,*
  • 1: Public Health Foundation of India
  • 2: Institute of Nuclear Medicine and Allied Sciences
*Contact email: vibhuti.bagga@phfi.org, Kanav.kahol@phfi.org, sushil.inmas@gmail.com

Abstract

Mental health disorders are significant contributors to the global burden of diseases. Conventional approach to mental health screening involves administration of specially designed questionnaires and tests by mental health professionals. In the current global scenario where adequate mental health professionals are not available, video-games can serve as an important aid for mental health screening. This paper discusses a framework for designing games for cognitive assessment and using the ubiquitous nature of computing to serve as a platform for mental health screening. Neuropsychological tests can be embedded within the game structure for cognitive assessment. To establish the viability of this concept a pilot study was carried out. A game was developed with an aim to assess the player’s stress levels. Stress affects working memory and attention span. The prison game implements the Digit Span test for attention span and working memory assessment. The validity of such a game is demonstrated through an experiment. The results of the experiment analysis indicate that the short term stress experienced by the players can be successfully predicted based on the performance in the cognitive game.

Keywords
mental health stress video games neurocognitive assessment EEG PCA
Published
2014-06-19
http://dx.doi.org/10.1007/978-3-319-04102-5_2
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