Definition of Serious Games and Self-Assessment and Monitoring Framework

Theodore Lim*, Shammi Seth, Izidor Mlakar, Urška Smrke, Rowena Piers, Mel McKendrick, Ula Kolinska, Matthias Schwannauer

*Corresponding author for this work

Research output: Other contribution

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Abstract

This document details the concept and design framework, with accompanying definitions, of the SMILE Serious Game for mental health and wellbeing, with the intended purpose of: 1 Developing meta-skills, such as adaptive coping or challenging cognitive distortions, to resiliently cope with psychological distress related to day-to-day stressors typically encountered by young people. 2 Providing young people an alternative means to self-assess, monitor, and develop cognitive competencies and meta-skills in this digital age. 3 Advancing research in digital cognitive restructuring, cognitive flexibility, self-efficacy, social connectedness, coping strategies, and getting the requirement right for digital platforms in mental health and wellbeing.
Original languageEnglish
TypeProject deliverables
Media of outputtext
Number of pages46
Publication statusPublished - 24 Jan 2024

Keywords

  • Game design
  • Video games
  • CLINICAL-FEATURES
  • feature extraction
  • Biomarker
  • markers
  • virtual environment

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