Table 1.
TSTM Characteristics | Description | |
General characteristics | ||
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Health topics | Attention-deficit/hyperactivity disorder (ADHD) and attention-deficit disorder (ADD) |
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Targeted age groups | Individuals aged 12-22 years |
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Other targeted group characteristics | Exclusion criteria: epilepsy and dizziness (severe) |
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Short description of the game idea | A VRa serious video game aimed at cognitive training related to various cognitive abilities and core ADHD symptoms |
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Target players | Individual |
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Guiding knowledge, behavior change theory models, or conceptual frameworks | The Thomas Brown model of executive functions and the Barkley Behavioral Inhibition Model |
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Intended health behavior changes | Improvements in attention-deficit/hyperactivity disorder symptomatology |
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Knowledge elements to be learned | Cognitive abilities |
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Behavior change procedures or therapeutic procedures used | Feedback and monitoring, the achievement of goals and planning, the shaping of knowledge, repetition, natural consequences, rewards, and regulation and identity techniques |
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Clinical or parental support needed | Clinical support |
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Data are shared with parent or clinician | Yes |
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Type of game | Adventure and puzzles |
Story | ||
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Synopsis | A kid appears suddenly in a cave and is greeted by a curious black fox that talks. While traveling together, they eventually meet a scurrying raccoon, and together they form the MOONb team. Through their adventures in the woods, they will learn about an impending war between two animal factions that want to fill the power vacuum that the King of the Forest—Cernuous—left when he vanished. Wanting to unite all animals again, they set out on a quest to find Cernuous and put an end to the war that threatens the coexistence and nature of the forest itself. |
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How the story relates to targeted behavior change | This is a VR adventure experience that is augmented by some specifically designed mechanics. The main goal of the game is to find the King of the Forest throughout several chapters by following the main storyline of the MOON team while resolving problems (game mechanics) in the forest. |
Game components | ||
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Player’s game goals and objectives | Cognitive training by using game mechanics |
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Rules | Restricted cognitive training (25 minutes per session and per day) and exploring the forest (10 minutes) |
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Game mechanics | Smasher (minigame for sustained attention and impulse control), Enigma (minigame for working memory), Kuburi (minigame for visuospatial ability), Teka Teki (minigame for planning), and chess (minigame for reasoning) |
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Procedures to generalize or transfer outside of the game | Help enhance metacognitive thinking strategies through game play, clinical support, and VR immersion |
Virtual environment | ||
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Setting | In the forest, there are ruins of ancient civilizations that praised chess. |
Avatar | ||
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Characteristics | The MOONb team consists of the player as well as Movi (raccoon) and One (fox), who will help and accompany the player throughout the game. |
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Abilities | Characters will help regulate behavior and be a role model for the player |
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Game platform(s) needed to play the game | PlayStation 4 VR (Sony Group Corporation) |
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Sensors used | PlayStation 4 VR sensor (Sony Group Corporation) |
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Estimated play time | 6-8 hours |
aVR: virtual reality.
bMOON: Movi and One.