
13th International Conference on Serious Games and
Applications for Health
6–8 August 2025 · Manchester Metropolitan
University · United Kingdom
Nuno Dias, 2Ai – Applied Artificial
Intelligence Laboratory – IPCA, Portugal
John Henry, Manchester Metropolitan University, United Kingdom
Nuno Rodrigues, 2Ai – Applied Artificial Intelligence Laboratory – IPCA,
Portugal
Eva Oliveira, 2Ai – Applied Artificial Intelligence Laboratory – IPCA, Portugal
Duarte Duque, 2Ai – Applied Artificial Intelligence Laboratory – IPCA, Portugal
Misbahu Zubair, Manchester Metropolitan University,
United Kingdom
João L. Vilaça, 2Ai – Applied Artificial Intelligence Laboratory – IPCA,
Portugal
233
– Machine Learning Prediction of Pokemon Go Exergame
Enjoyment
Cameron Maitland and Emmanuel Agu
Keywords: exergame, machine learning, enjoyment
prediction
Abstract:
Physical inactivity is on the rise, with dire
consequences such as obesity and many diseases. Exergames, which try to gamify
physical activity, have been demonstrated to be an effective solution. For
exergames to be effectively improve health, they have to
be played for extended periods of time. However, prior work has found that
while many players enjoy exergames initially, they often suddenly stop playing.
For instance, nearly 85% of exergame players quit after a day, and 95% within 3
months. We believe that if timepoints at which a player stops enjoying an
exergame can be predicted from objective data, mitigating action such as
recommending a new exergame, can be taken to sustain the user engagement. In
this paper, we explored whether player enjoyment of Pokemon
Go can be predicted using machine learning analyses on location, step count,
game usage and session statistics and weather data. We found that Bagged trees
performed best overall, predicting player Exergame Enjoyment Questionnaire
(EEQ) scores with a 74% accuracy.
792
– A Suite of Games to Estimate the Severity of Nystagmus
Joerg Fliege, Venezia
Georgieva, Jay Self, James Stallwood, Vanissa Wanick and Adam Watts
Keywords: nystagmus, health assessment, serious games
Abstract:
Nystagmus is a condition of rapid, uncontrollable eye
movement. It affects ca. 24 out of 10,000 people in the general population.
Measuring the impact of nystagmus on visual acuity remains challenging, as
patients often perform well on standard tests like Snellen charts. For this reason we have created a suite of games, BRIGHTSIGHT
BURGERS, with simple mechanics mea- suring specific player performance metrics related to
nystagmus. Our preliminary result indicate the
potential effectiveness of games as tools for health assessment in this
context. We provide a detailed description of the games developed, the
incorporation of player performance metrics for assessment of the severity of
the nystagmus condition, and describe results of a
preliminary analysis and insights gained. These preliminary results indicate
that healthy subjects take significant less time to finish any of the assigned
tasks in any of the
930
– Empowering Novice Designers to Design and Prototype Tailored Assistive
Technologies for Children with Autism
Raquel Cañete, Keith E. Green and Estela Peralta
Keywords: Autism Spectrum Disorder, Assistive technology,
Rapid prototyping, Design Engineering Pedagogy.
Abstract:
Autism is a wide spectrum, with each child presenting
unique needs. Many assistive technologies for autism are excessively expensive,
lack tangibility, or are not adapted to specific preferences. Those best
positioned to design for these needs are individuals closest to them: family
members, therapists, and teachers. With new means of rapid prototyping
(user-friendly electronics, digital fabrication, and AI tools) and a 4-step
method of our own, 15 novice designers from universities in the USA and Spain
created assistive technology prototypes tailored to specific profiles. These
prototypes were evaluated by 14 participants (families, teachers, therapists,
and designers) via an online survey. Findings suggest rapid prototyping enables
inexperienced designers to develop functional products that improve the
well-being of children with autism. This work explores structured guidance for
designing for autism, enabling even novice designers to effectively develop
assistive technologies with proper mentorship.
1071
– Gamified E-Quizzes with Accountable Academic Role-Play in An Interactive
Narrative Scenario
Dongjie Xu and Ioannis Doumanis
Keywords: gamified e-quizzes, accountable academic
role-play, digital game-based learning (DGBL)
Abstract:
While previous research on gamified e-quizzes is not
scarce, the impact of accountable academic role-play in gamified e-quizzes
remains underexplored. Most role-play in gamified e-quizzes is designed to
shift students’ attention from mundane tasks to engaging adventures or
immersive storylines. In practice, however, students, regardless of age, are
often motivated by exams and assignment deadlines. Therefore, it may not be
necessary to distract them from their academic roles to enhance performance.
For example, the teacher-in-role method has been shown to effectively engage
young learners and improve learning outcomes. A strong sense of responsibility
could serve as a key driving force for improved learning outcomes and
engagement. This study investigated whether pupils’ learning performance and
engagement could be enhanced through a gamified e-quiz incorporating
accountable academic role-play within an interactive narrative, compared to
traditional e-quiz usage. Two academic roles, student and teacher, were selected,
as they are the most familiar to pupils. In one experimental group,
participants’ sense of being a student was reinforced by providing a non-player
character (NPC) mentor to guide them through the process of answering the
e-quiz. In the other group, they assumed the role of a teacher, assisting an
NPC student in answering the same questions. The role-plays were embedded
within an exam preparation scenario to immerse pupils in an academic
environment and heighten their sense of responsibility. A quasi-experimental
approach was implemented, as participants were drawn from three schools and
were not randomly assigned. The study found no significant improvements in
learning performance or engagement in the experimental groups. After comparing
its setup with that of previous research, possible reasons and suggestions were
discussed. Future research will aim to deepen the academic role-play experience
and create a more immersive virtual academic environment, thereby reinforcing
pupils’ sense of responsibility to perform better.
1328
– Persuasion and Behavior Change in ChatGPT-Based Dietary Management
Grace Ataguba, Oladapo Oyebode, Fidelia Orji,
Kosi Clinton Henry and Rita Orji
Keywords: ChatGPT, Persuasion, Behavior change, Dietary
interventions.
Abstract:
Abstract—The emergence of Large Language Models (LLMs)
such as ChatGPT has led to applications like digital interventions across
diverse domains, including digital dietary behavior change interventions
(DBCIs). While various AI-based apps, web-based platforms, and gamified mobile
applications have shown their effectiveness as persuasive tools for promoting
dietary behavioral change, the capabilities of ChatGPT in this domain remain
unexplored. This study examines qualitative responses from users informing the
different persuasive strategies employed by ChatGPT in dietary management.
Through a mixed study, we evaluated ChatGPT’s overall persuasiveness for diet
management and user insights on the strengths and gaps of its use and
persuasive capabilities. We recruited 17 ChatGPT-4 users and engaged them in
interactions with AI-generated meal plans. Subsequently, they provided feedback
through interviews and a perceived persuasiveness scale questionnaire. Our
findings reveal that users generally perceive ChatGPT as persuasive in
promoting healthy eating behaviors (p
1435
– AR-based Dancing Intervention for Physical Activity
Ifeanyi Odenigbo, Alaa Alslaity, Gerry Chan, Makuochi
Samuel Nkwo and Rita Orji
Keywords: mobile health intervention, persuasive
strategy, persuasive system design (PSD), augmented reality
Abstract:
The significance of physical activity (PA) in maintaining
overall health and well-being is crucial, particularly in today's sedentary
lifestyle and rising obesity rate. Participating in enjoyable activities such
as dancing holds the potential to boost PA levels and positively impact one's
mood. Technological advancements offer opportunities to enhance individuals'
engagement in various physical activities. This study investigated the
effectiveness of an augmented reality (AR)-driven persuasive intervention aimed
at improving users' physical activity through dancing. To accomplish our
objective, we developed ARDancee, a persuasive mobile
health intervention that integrates Augmented Reality, Machine Learning, and
persuasive technology to encourage adults to elevate their PA through dancing.
A 15-day user study involving 104 participants revealed that the intervention
successfully motivated participants' engagement in physical activity. The
contribution of this work is twofold: (1) the design and evaluation of an
AR-driven persuasive mobile app, and (2) the provision of insights and design
recommendations.
1482
– Little Eyexplorer: A Serious Game for Pediatric Low
Vision Rehabilitation
Ana Sofia
Manco, Rita Paulete, Catarina Paiva, Miguel
Castelo-Branco and Marco Simões
Keywords: Serious Games, Gamification, Visual Rehabili- tation, Human-Computer
Interaction.
Abstract:
Abstract—Serious games offer a promising approach to pe- diatric low vision rehabilitation, particularly for
children with Cerebral Visual Impairment (CVI), the leading cause of low vision
in developed countries [2]. Traditional rehabilitation methods often rely on
repetitive exercises that can become monotonous, reducing engagement and
therapy adherence. With approximately 19 million children under the age of 15
affected by visual impairments worldwide [1], new solutions are needed to
enhance motivation and effectiveness in therapy. By integrating game mechanics
into therapeutic exercises, serious games have been widely applied in
healthcare to improve motivation and engagement [3]. This study explores the
develop- ment and evaluation of a game-based solution
designed to support the visual rehabilitation of children with low vision,
particularly those with CVI. The user experience was assessed by both
therapists and children to ensure the application met their needs. Results from
user testing indicate high usability and engagement, contributing to increased
adherence to rehabilitation. Therapists found the application intuitive and
adaptable to individual patient needs. However, limitations such as restricted
eye tracker compat- ibility
and a limited number of games highlight areas for future improvement. Despite
these challenges, the findings support the potential of serious games in
pediatric visual rehabilitation.
1535
– Gamified Interventions for Composting Behavior: A case study using the Gamiflow framework in a workplace setting
Ezequiel
Santos, Geiser Chalco Challco,
Cláudia Sevivas and Vítor
Carvalho
Keywords: Gamification, Gamiflow
Framework, Compost- ing Behavior, Workplace
Sustainability, Behavior Change, Envi- ronmental
Awareness
Abstract:
This study investigates the impact of a gamified
intervention, inspired by the Gamiflow framework, on
promoting composting behaviors in a workplace setting. Using a hybrid approach
combining physical compost bins and a Slack-based gamified system, the
intervention engaged 20 participants, with half assigned to a control group and
the other half participating in the gamified program over three days. Results
showed significant improvements in composting confidence among participants in
the gamified program compared to the control group (t(18)
= 4.05, p < 0.001). Although knowledge and motivation differences were not
statistically significant (p > 0.05), a trend was observed for improved
composting behavior (χ2 = 3.232, p = 0.072). Post-intervention, the Slack
channel continued to serve as a space for discussions on composting and
eco-friendly practices, highlighting its role in fostering long-term community
engagement. Limitations such as the relatively small sample size and short
duration suggest future research should explore long-term effects and
larger-scale implementations.
1579
– Human-centred Artificial Intelligence: Pilot design
of a Virtual Patient
Juliana Samson, Petros Lameras,
Natasha Taylor, Nikki Holliday, Michelle Castleberry, Szabolcs
Arnoczki and Rosie Kneafsey
Keywords: Artificial intelligence, Virtual patients, Co-
creation, Healthcare simulation, Interprofessional education, Prompt
engineering, Generative AI, Large Language Models.
Abstract:
Abstract—Virtual patient (VP) avatars driven by
artificial intelligence (AI) could enhance healthcare training and offer
flexible learning. Recent advances have developed large language models (LLMs)
for more natural and contextual responses, but research into LLMs for VPs is
still emerging. This research aimed to co-create prompts and training for a
conversational AI system supporting a VP. The objective was to pilot the
processes of prompt engineering and AI training in line with iterative
development and human-centred design (HCD).
Co-creation underpinned by design thinking was employed, involving
collaboration between the university as User Experience designers and industry
AI Engineers. Fifty-nine participants from student, academic, clinical, and
technology groups were recruited for six co-creation workshops. Four versions
of the VP prompts were developed and tested, with nine training samples
included in the reinforcement fine tuning data set. This research adopts an HCD
approach, outlining various techniques for co-creating optimal prompts that
consider the VP’s personality, life context and clinical situation. A
definition of VPs as it relates to human-centred AI
(HCAI) development and a framework for the process is discussed.
1600
– Tu Jardín: A Serious Game for Intergenerational
Bonding and Mitigating Acculturative Stress
Samantha Conde, Aviv Elor and
Sri Kurniawan
Keywords: Serious Games, Acculturative Stress, Intergener- ational
Communication, Latine Families, Mixed-Methods Study, Human-Computer Interaction
Abstract:
Acculturative stress creates barriers to mental health
and intergenerational communication in Latine-American families. This paper
presents a preliminary usability study of a serious game designed to address
this challenge. Tu Jard ́ın,
de- veloped using the Acculturative Game Design (AGD)
framework and principles of Self-Determination Theory, fosters family dia- logue, empathy, and cultural
understanding through interactive gameplay. A mixed-methods study with 8
participants (4 migrant- generation parents and their first-generation adult
children) evaluated usability, engagement, and communication over two weeks.
Results indicate high usability (UMUX = 85.71/100), strong autonomy (M =
6.33/7.00) and competence satisfaction (M = 6.00/7.00), and effectiveness in
facilitating conversations about cultural and generational challenges.
Participants reported high comfort discussing sensitive topics (M = 4.63/5.00)
and increased empathy (M = 4.75/5.00). However, technological barriers for
older users and pre-existing communication patterns influenced effectiveness.
This study highlights the potential of serious games to address acculturative
stress while emphasizing the need for age-inclusive and customizable designs.
To support further research, we openly share the complete Unity project files
and Figma design assets for adaptation and extension.
2018
– Game-Based Biofeedback Increases Subjective Ratings of Interoceptive
Awareness
Grace Yat Sum Leung, Benjamin Cook, Lucie
Daniel-Watanabe, Naresh Subramaniam, Johanna Finnemann,
Toby Woolley, Craig Powell, Sergey Sitnikov and Paul Fletcher
Keywords: Biofeedback, games for health, interoceptive
awareness, slow-paced breathing, virtual reality
Abstract:
Integrating human physiology into interactive computer
environments, game-based biofeedback provides an intuitive platform to learn
self-regulation through visualizing, monitoring, and modulating real-time biosignals. The present study presents a novel breath
control biofeedback game aimed at enhancing interoceptive awareness–the ability
to sense and appraise internal physiological signals–among adolescents and
investigated potential differential effects between virtual reality (VR) and
flat screen (FS) biofeedback. 45 participants experienced the biofeedback game
to practice slow-paced breathing via VR and FS in a randomized order. Findings
revealed significant increases in self-ratings of interoceptive awareness
concerning the utility of bodily sensations, as well as interconnectedness of
mental, emotional, and physiological processes for self-regulation. VR
biofeedback may have conferred an added potential benefit through increases in
attention regulation scores. While the effects of VR and FS biofeedback did not
differ, the order of modality exposure influenced specific interoceptive
outcomes. These findings demonstrate the potential of biofeedback games in
enhancing interoceptive awareness, with clinical implications for improving
emotion regulation and mental health.
2499
– AI-powered Interactive Dashboard: Using Machine Learning and Visual Analytics
for Non-Cardiac Surgery Decision Support
Sussan Anukem, Lovelyn Ozougwu, Grace Ataguba, Evangelos Milios and Rita Orji
Keywords: Non-cardiac Surgery, Decision Support,
Artificial Intelligence, Visual Analytics.
Abstract:
Clinical decision-making is often complex and
time-consuming due to the large amount of required data, contributing to an increase
in mortality rates, particularly in non-cardiac surgery cases. To address this
problem, we present an interactive artificial intelligence (AI) dashboard that
combines visual analytics (VA) and machine learning (ML) to facilitate quick
decision-making and enhance patient care. Visual analytics makes use of human
perceptual and cognitive capabilities to quickly process complex data for
decision- making. Machine learning is used to predict patients’ states for
quick decision-making. Though a lot of studies have emerged focusing on the
application of VA for patient health care, such as diabetes and infectious
diseases, little is known about its application to non-cardiac surgery. In this
paper, we harness the capabilities of VA and ML to develop an interactive
intelligent dashboard to enhance decision-making for non-cardiac surgery
patients. This paper presents the design, development, and initial results of
assessing the usability and usefulness of the dashboard with HCI experts and
medical doctors. The results showed that users found the dashboard usable and
useful. The qualitative analysis revealed six key themes, including the
system's role in improving healthcare navigation and equity, its impact on
patient-centered care delivery, and the ethical implications of predictive
analytics in healthcare. We present our findings along with study limitations
and future research directions.
2706
– A Proposal for a Mobile Application Pipeline for Posture-Based Muscle
Rehabilitation at Home
Júlio
Castro Lopes, Isaac Van-Deste and Rui Pedro Lopes
Keywords: Digital health technology, Tele-rehabilitation,
Pose estimation, Home-based rehabilitation
Abstract:
Abstract—This work outlines the development process of a
rehabilitation system from smartphones to provide remote moni-
toring and real-time feedback assistance in muscle
rehabilitation exercises. The system leverages advanced machine learning tech- niques, such as pose estimation techniques and anomaly
detection models, in tracking users’ movements and assessing the perfor- mance of exercises. The
system is designed to identify deviations from correct movement patterns and
provide corrective feedback, allowing patients to engage in home-based
rehabilitation without specialized hardware. This paper details the system
design, data acquisition methods, and the machine learning models used to
detect incorrect movements. The outlined pipeline is intended to facilitate the
creation of an affordable, cost-effective, and scalable rehabilitation platform
for strengthening patient adherence to exercises and optimizing recovery
outcomes.
2709
– Towards a Methodology for using EEG Motor Imagery to control Video Games
Francesco Moschella, Nicola Del
Giudice, Michele Loreti and Hannes Högni Vilhjálmson
Keywords: brain-computer interface, real-time, motor im- agery, signal classification, deep learning
Abstract:
Nowadays, enhancing the quality of life for individ- uals with reduced
mobility or physical disabilities is a crucial challenge. In recent years, new
technologies and techniques, such as Brain-Computer Interfaces, have emerged as
viable solutions. The research has focused on developing applications and
devices to help people complete everyday tasks autonomously. These tools reduce
the need for external caregivers. In this work, we present three main
contributions: a near-real-time Electroencephalography Motor Imagery
classification system, a pipeline that integrates the classification system and
seamlessly controls external devices or applications via WebSockets
and a Generative Adversarial Network to perform data augmentation and allow
rapid and efficient testing. We will also present a virtual environment that we
used to test the pipeline usability in real-world case scenarios. Our work,
while being a proof of concept and an initial study shows promising results in
terms of accuracy, resource efficiency and latency, outperforming the systems
and models found during the literature review in terms of EEG recording
duration, with comparable accuracy.
2781
– Red Flagging of Patient Data in the Emergency Room: A User-Centered Design
Inga Müller, Jasmin Henze, Sora
Enders-Comberg, Ole Mølgaard,
Lars Ganzhorn Knudsen, Lena Hegel and Alina Huldtgren
Keywords: Red Flagging for Emergency Treatment, User-
Centered Design, Usability Testing, Interactive Prototyping, Clinical Decision
Support
Abstract:
Emergency departments (EDs) are high-pressure
environments where factors like rapid decision-making, overcrowding and
resource constraints can lead to errors and reduction in the quality of
provided care. At the Aarhus University Hospital (AUH) in Denmark, patient data
such as medical history is collected on a large scale and made available
digitally through an Electronic Patient Journal (EPJ) to enhance overall
patient care. However, the volume of data poses challenges for the medical
staff in the ED, necessitating efficient ways to filter critical information.
In this context, this paper describes the design of an application for
"red flagging", which will later be developed using Artificial
Intelligence (AI). Its goal is to identify critical patient information and
highlight potential risks that might otherwise be overlooked by the ED’s
medical staff. This research examines the topic from the user's perspective,
exploring different methods to incorporate a red flagging system into existing
healthcare workflows. The primary focus is on investigating the potential
design and visualization of the red flagging functionality to ensure that the
information delivered by the AI will benefit the ED staff. In this context, a
user-centered design process was implemented, resulting in the creation and
evaluation of a design prototype. This prototype serves as a practical
exploration of how such an application can be tailored to meet the needs and
requirements of its users while aligning with existing systems. It also gives
an outlook on the potential of integrating such systems, as well as the
concerns and requirements that must be addressed to implement AI-based software
into clinical practice.
3043
– A Research-Oriented Platform for Standardized Executive Function Assessment
and Training in Children
Matheus
Felizardo, Nuno Rodrigues, Sónia Sousa, Eva Oliveira, Adriana Sampaio and António Coelho
Keywords: Executive functions, cognitive assess- ment, children, digital platform, timeline-based archi- tecture, Human-Computer
Interaction.
Abstract:
Executive functions (EF) such as inhibitory control,
working memory, and cognitive flexibility are critical for child development
and academic readiness. However, the tools available for assessing and training
EF in children often lack standardization, ecological validity, and
accessibility. This paper presents CAPE- KIDS, a modular, research-oriented
platform designed to support the creation, execution, and analysis of cognitive
experiments and training protocols for children. The system is structured around
timelines that organize tasks into configurable sequences and includes both
backend (NestJS) and frontend (React/TypeScript)
components optimized for non-technical researchers. We describe the
architecture, database schema, and user interface, as well as results from
expert interviews that guided design decisions and validated usability. CAPE-
KIDS enables researchers to deploy standardized tasks, analyze behavioral data,
and adapt training flows with visual logic blocks. Future developments include
richer data visualizations, integration with neurophysiological tools, and
deployment in real-world experimental stud- ies.
3207
– Etherea: a Video Game for
Individuals with Motor Disabilities with Eye-Tracking-Based Interaction
Susanna Brambilla, Marco Ligabue, Giuseppe Boccignone, Nunzio Alberto Borghese, Laura Anna Ripamonti and Edoardo Carrer
Keywords: Eye-tracking, Electrodermal Activity, Video
Game Interaction, Serious Games, Arousal
Abstract:
Accessibility in video games is essential to enable
people with severe motor impairments to engage in interactive experiences.
Traditional input methods, such as controllers and keyboards, create barriers
for these players, requiring alternative interaction techniques. This paper
presents Etherea, a video game that uses eye-tracking
technology as the primary input method, allowing players with limited mobility
to navigate and interact within a 3D environment. To evaluate user engagement
and responsiveness to in-game stimuli, a case-study research
was conducted on an individual affected by Spinal Muscular Atrophy (SMA).
Adolescents with SMA often face limited gaming options, as few 3D games are
developed with their unique needs in mind, given the condition’s short life
expectancy. ElectroDermal Activ-
ity (EDA) data was collected using a medical-grade
wrist-worn device. Heatmaps were generated to visualize these physiological
responses, providing insight into the emotional and cognitive engagement of the
player. The findings highlight feasibility, potential, and challenges of
real-time gaze-based interaction when individuals with severe motor impairments
are involved.
3217
– From the Gym to the Jungle: Exploring User Perceptions, Needs and Experiences
of Virtual Green Exercise
Misbahu Zubair, Muhammad Atif Ur Rehman and Jianquan
Cheng
Keywords: Virtual Reality, Green Exercise, Metaverse,
Virtual Exercise, Immersive
Abstract:
This paper explores infrequent Virtual Reality (VR)
users’ perceptions, needs and experiences of immersive virtual green exercise.
Virtual green exercise involves physical activity in simulated natural
environments, offering potential psychological and physiological benefits similar to traditional green exercise. Participants engaged
in physical activities in both immersive virtual indoor and outdoor/green
environments, with focus group discussions before and after. Findings indicate
that participants valued the motivational and engaging qualities of green
exercise and viewed VR as a potential tool for simulating exercise in virtual
natural environments. Participants also recognised
VR’s potential to overcome physical barriers to green exercise while offering
additional benefits through digital immersion. However, some limitations and
concerns were raised, prompting recom- mendations for improvements in hardware, software,
activities, and environment design to better address these issues. This paper
contributes to the body of research on immersive virtual green exercise by
providing insights into the perceptions and experiences of infrequent VR users,
while identifying user needs, preferences and potential areas for improvement.
3485
– Journaling for Digestive Health: A Self-Tracking Approach to Identifying
Intolerances and Triggers
René Baranyi, Tina Stamencic, Christoph Aigner, Sylvia Winkler, Carina Arnberger and Thomas Grechenig
Keywords: intolerances, journaling, gamification, mhealth
Abstract:
Many individuals struggle to identify food intoler- ances and
gastrointestinal triggers due to inaccurate, incom- plete, and disorganized tracking methods. Traditional food
and symptom journals are often burdensome, unreliable, and lack meaningful
information, making it difficult for users to recognize patterns and take action. This paper introduces Digesty,
a gamified digital journal user interface prototype that streamlines symptom
tracking by offering structured input, various tracking options, and a focus on
mindful eating. The methodology includes literature research, user feedback,
and semi-structured inter- views, guiding an iterative 4-phase design and
evaluation process to refine usability and effectiveness, identifying 34
requirements of such a solution. The results demonstrate that a solution like Digesty could improve the accuracy, organization, and user
engagement of the tracking, addressing key limitations of existing solutions.
This work provides a user-centered and practical approach to food and symptom
tracking, contributing to the development of more efficient digital health
tools to manage individual digestive health.
3614
– Serious Games and Health: Bibliometric Trends from SEGAH (2011–2024)
Ezequiel Santos and Vítor
Carvalho
Keywords: Bibliometrics, SEGAH, Serious Games, Health
Applications, Scientific Trends
Abstract:
"The Serious Games and Applications for Health
(SEGAH) conference, established in 2011, has become a central venue for
research on serious games, virtual reality, and gami-
fication in health-related applications. This
bibliometric analysis examines publication trends, citation patterns, keyword
evolution, and geographic contributions across 12 editions of SEGAH
(2011–2024). A total of 502 papers authored by 1,606 contrib-
utors were analyzed using a custom Python-based
pipeline that leveraged libraries such as pandas, networkx,
matplotlib, and seaborn, as well as APIs from IEEE, Crossref,
and OpenCitations. Results show a steady growth in
publications, with notable peaks in 2017 and 2023. The total citation count
ranges from 2,045 to 2,373 depending on the data source, as values differ
across IEEE, Crossref, and Google Scholar. The most
cited papers focus on serious games for health applications, brain- computer
interfaces, and virtual reality-based training. While earlier papers have had
more time to accumulate citations, recent years (2023–2024) show a higher
percentage of non-cited papers. Keyword analysis reveals that Serious Games is
the most frequently occurring research theme (148 occurrences), followed by
Virtual Reality (85) and Rehabilitation (36). The geographic dis- tribution highlights Portugal as the leading contributor,
followed by Brazil, Canada, and Australia, with increasing participation from
European and Asian countries. Collaboration networks show strong
interdisciplinary cooperation across institutions. These findings provide a
comprehensive overview of SEGAH’s research landscape and its evolving
contributions to serious games in healthcare."
3924
– MoodSyncs: Investigating Physiological Synchrony
Through Collaborative Gameplay
Rita Paulete, Daniela Sousa, Daniel Agostinho, Miguel
Castelo-Branco and Marco Simões
Keywords: Physiological Synchrony, Autism Spectrum, Biosignals, Serious Games
Abstract:
To lead healthy and fulfilling lives, humans rely heavily
on their social skills. As such, a severe deficit in social competencies can
lead to mental health issues, including depression and anxiety. As social
difficulties represent one of the core deficits in the Autism Spectrum (AS),
this population is particularly vulnerable to this reality. That is why it is
necessary to develop accessible and personalized solutions for social skills
training in autism that can reach the biggest number of individuals in this
population. In this paper, we propose a solution designed to address this
demand. A collaborative serious game that we have called MoodSyncs.
In this game, we ask the players to synchronize the continuously varying facial
expressions of two avatars by independently controlling the speed of each one
of them. While playing, a set of multimodal biosignals
are simultaneously acquired from the players. We present a preliminary analysis
of the physiological synchrony (PS) emerging between dyads during gameplay and
its relationship to the individuals’ self-perception of interpersonal
connectedness during the game. The results have uncovered some emerging
dynamics in PS during gameplay and an interesting relationship between the
dyads’ PS and their reported sensation of interpersonal connectedness.
4213
– Which part makes it work? Mechanism exploration through feature comparison in
a healthcare-related serious game
Pat Healy, Isabelle Malizio, Angeline
Pho, Kai-Lin You, Andrew Xu, Teresa H. Thomas and Dmitriy Babichenko
Keywords: serious games, self-advocacy, cancer, feature
evaluation, failure, point-of-view, feedback
Abstract:
Evaluating serious games in healthcare has always,
justifiably, focused primarily on efficacy, leaving researchers to speculate as
to why a given serious game ”works” when evidence of
efficacy arises. Our work pushes beyond this speculation through a study that
attempts to clarify the mechanism that drives the efficacy of a patient-centric
narrative serious game named Strong Together. Through a randomized experiment
across four groups, corresponding with four distinct versions of the game with
individual gameplay features modified, we evaluate the impact of three common
gameplay features present in Strong Together: ”soft”
fail states, implicit audio-visual feedback, and a third-person narrative
perspective. Based on pre and post- test
questionnaires and gameplay analytics captured for 190 participants, we found
in the case of Strong Together that feedback mechanisms, failure conditions,
and player perspec- tives
significantly influenced player engagement, decision-making times, and
self-advocacy knowledge retention.
4524
– The Effect of Multiplayer Game Modes on Inter-Player Data for Player
Experience Modelling
Alexander Brooke, Matthew Crossley, Huw Lloyd and Stuart
Cunningham
Keywords: multiplayer, emotion, experience modelling
Abstract:
Research into social compliance, emotional conta- gion and behavioural synchronicity shows promise for various avenues
of work concerning human-computer interaction, and a wider understanding of
emotion. Despite their relevance, few studies have applied findings from these
domains to player experi- ence
modelling in a multiplayer game, in itself having
applications in entertainment, education and healthcare. Further to this, of
the little work making use of inter-player data to model aspects of player
experience, none considers the differences that may be found across common
multiplayer game modes. This work therefore makes use of data collected across
players in a series of common multiplayer game modes, considering the utility
of inter-player data for predictive modelling using artificial neural networks
in each. Results suggest that approaches modelling measures of players’
experiences in terms of discrete emotion intensities are best made using their
own facial expressions in nearly all circumstances, but past this, facial
expression data from team based and competitive game modes shows the greatest
promise. Considering the additional data separations available to team-based
gameplay, we find that data collected from players on an opposing team shows
greater utility for prediction of target player experience than data collected
from a player on the same team. Regarding this, we make suggestions for the
most applicable avenues for future research into the utilisation
of inter-player data for emotional modelling.
5565
– Co-design of a Mixed Reality application to support Freezing of Gait
Rehabilitation
Eleonora Chitti, D. Andrea Montereale,
Angelica De Sandi, Enrico Mailland,
Linda Borrellini, Filippo Cogiamanian, Denise Mellace,
Angelica Marfoli, Carmelo Campo, Carlo Manzoni,
Roberta Ferrucci and N.
Alberto Borghese
Keywords: Mixed Reality, Freezing of Gait, Parkinson’s
Disease, Digital platform for rehabilitation, Virtual Cueing, Co- design
Abstract:
Freezing of Gait (FoG) is a
common motor impair- ment in Parkinson’s disease,
affecting mobility and increasing fall risk. Traditional rehabilitation methods
using physical therapy and, visual or auditory, cueing have demonstrated
benefits but can be limited in adaptability and accessibility. Recent advance- ments in Mixed Reality (MR) provide new opportunities for reha- bilitation. MR preserves
spatial awareness by integrating digital elements into the real world while
offering real-time adaptability in therapeutic settings. This study presents a
co-designed MR rehabilitation platform with training exercises for FoG therapy. The system comprises an Oculus Quest 3
application and a Companion tablet app for real-time exercise personalization
and cue activation. Nine medical professionals were involved in the whole
process and two patients with Parkinson’s disease were involved in refining the
platform. Three iterative workshops led to key refinements enhancing usability.
Initial sessions defined core FoG rehabilitation
needs addressed with two exercises: obstacle avoidance and corridor crossing,
and through the design of visual and auditory cues to help patients in
training. Usability improve- ments
included a Companion tablet app for real-time exercise customization, refined
and personalized cueing. These updates reduced discomfort and enhanced
adaptability in rehabilitation. This study highlights the potential of MR for FoG rehabilitation and presents a system that supports
real-time adaptive cueing. Future research should explore a wider usability
study, and the implementation of additional cueing techniques to address
diverse patient needs across different stages of FoG.
5828
– Understanding Factors Affecting Player Experience and Enjoyment in Virtual
Reality Games
Misbahu Zubair, Connah Kendrick and John Henry
Keywords: Games, Virtual Reality, VR, Genre, Player Experience,
PX, Usability, PXI, Enjoyment, UX, User Experience
Abstract:
Virtual Reality (VR) games offer immersive ex- periences with the potential for significantly higher
levels of Enjoyment to players; however, the factors influencing Player
Experience (PX) in commercial VR games remain underexplored. Our study employs
an empirically validated PX measuring tool, the Player Experience Inventory
(PXI), to gather self-reported data from VR players (n=109) and investigate the
effects of game genre, play style, VR devices, and input methods on PX in VR
games. Results indicate that genres have different effects on PX; for example,
horror and adventure were found to positively affect Curiosity, simulation was
found to contribute to Autonomy, while RPGs were found to negatively affect
Ease of Control. Differences in reported experience across VR headsets and
play- styles were also found, with higher levels of Immersion reported in newer
or more advanced headset models, and sitting
play-style associated with more Meaning than other play-styles. Our study also
identified the PXI constructs and factors that contribute to Enjoyment in VR
games. Overall, this study advances the existing knowledge on PX in VR games
and offers actionable insights for both VR game designers and researchers for
improving and assessing PX.
6003
– A Serious Game for Bone Cancer Awareness and Education: Integrating Simulated
User Feedback for Preliminary Validation
Leonardo
Gonçalves Marques, Juliana Amaral de Figueiredo, João Vitor
Vieira Lira and Maria Andréia
Formico Rodrigues
Keywords: serious games, educational, health, bone
cancer, simulated user feedback
Abstract:
This study presents CancerSB, a
serious adventure game developed to raise awareness about bone cancer through
an engaging, point-and-click experience. Players explore culturally themed
levels—Chile, Italy, and China—each symbolizing bone regions affected by
cancer, solving puzzles, collecting items, and simulating treatment decisions.
The game integrates original art, narrative, and educational content, and was
developed with medical input to ensure accurate bone cancer representation. To
evaluate early design choices, we used ChatGPT to generate simulated feedback
from diverse user personas, following the “mega-personas” approach. Results
suggest consistent positive reception across personas, particularly for visual
design, cultural sensitivity, and educational value. These findings serve as a
pre- liminary validation and demonstrate the value of this approach for guiding
design improvements prior to user testing.
6150
– Drone-Based Spatial Gait Analysis in an Urban Park Across Age Groups Using a
Deep Learning Approach
Lian Duan, Jianquan Cheng, Shiqi Huang, Xuancheng Long and
Ling Li
Keywords: Gait Spatial Analysis; Drone-based Gait
Information Extraction; Gait Analysis across Age Groups; Trajectory Analysis;
UAVs
Abstract:
This study introduces a pioneering drone-based spatial
gait analysis approach for scalable and ecologically valid urban health
monitoring. Leveraging a processing pipeline integrating Drone-YOLO for object
detection, YOLOv11-pose for pose estimation, ByteTrack
for multi-object tracking, and geographical coordinate mapping, we achieved
high-fidelity extraction of pedestrian keypoints and
trajectories from drone imagery. Rigorous testing on 1679 pedestrians across
age groups in Qingxiu Mountain Park, Nanning, China,
revealed significant inter-group differences in gait speed, trunk inclination,
and stride length variability. Spatial analysis highlighted elevated gait
speeds in open, flat areas of the Main Gate Plaza, contrasting with
significantly reduced speeds in congested, topographically complex Flower
Plaza. "Cold spots" of gait speed, coinciding with high pedestrian
density and uneven terrain, were identified in Flower Plaza, while "hot
spots" were observed in open pathways of the Main Gate Plaza. These findings
demonstrate the transformative potential of drone-based spatial gait analysis
for urban health surveillance, evidence-based urban planning, and understanding
the complex interplay between human movement, health proxies, and urban
environments. Future research should enhance pipeline robustness in occluded
urban settings and explore multi-modal sensor fusion to refine dynamic walking
behavior analysis from aerial perspectives.
6356
– Game-Based Handwriting Training: Exploring Serious Games with the SensoGrip System
René Goldschmid, Stella Sofia Gross, Nadine Kirnbauer, Gernot Korak, Matthias
Nagl, Bernhard Taufner and
Lena Rettinger
Keywords: Game-based learning, serious games, fine motor
skills, input devices, handwriting training, game mechanics.
Abstract:
Fine motor skill development is essential for chil- dren’s academic and cognitive
growth, particularly in relation to handwriting. However, traditional training
methods may lack engagement and adaptability, especially for children with
motor difficulties such as dysgraphia. This study presents the design,
implementation, and pilot evaluation of serious games developed using the SensoGrip system—a pressure-sensitive pen equipped with
multiple sensors for real-time motor skill tracking. Building upon prior
research in occupational therapy and sensor- based feedback, sensor data received
from the SensoGrip is integrated into custom-designed
mini-games built in the Unity engine. These games leverage pressure, tilt, and
motion input to create interactive mechanics that promote controlled pen use
and motor coordination. The paper outlines a structured development process and
details how sensor inputs were mapped to gameplay elements to ensure
educational relevance and intuitive usability. A pilot test with preschool
children provided insights into user comprehension, motor skill limitations,
and the need for intuitive feedback design. The results highlight the potential
of sensor- integrated serious games as engaging tools for early handwriting
intervention and motor training, while also identifying areas for future
refinement and broader empirical validation.
6646
– Leveraging Serious Play to Foster Learning and Action on Sustainable
Development Goals
Larissa
Gurjão Pereira de Lima, Renato Yshihara Fujie, Vinicius Bernades Pinto, Cristofer
Henrique de Souza and Maria Andréia
Formico Rodrigues
Keywords: games for change, learning, collaboration, SDG
Abstract:
This paper presents the development and early vali-
dation of an innovative Games for Change platform aligned with the Sustainable
Development Goals (SDGs). Designed to engage players in tackling
socio-environmental and health challenges, the platform integrates interactive,
challenge-based learning and gamified mechanics to promote sustainable
practices. Developed in Unity, the platform combines 3D and 2D assets with a
scalable backend powered by MySQL, PHP, Firebase, and Azure Database for MySQL.
It supports real-time feedback and runs on PC, web, and mobile devices. Early
validation through comprehensive testing has confirmed core functionalities
such as authentication, interface navigation, and in-game interactions. Initial
evaluations with educational institutions and industry partners suggest that
the platform effectively fosters critical thinking, collaboration, and behavior
change towards sustain- ability. These findings highlight its potential as a
valuable tool for academic and corporate training in the context of Games for
Change.
7041
– Designing Immersive Healing: Exploring Extended Reality Game-Based
Intervention Elements for Mental Health
Franz
Coelho and Ana Maria Abreu
Keywords: extended reality, game, mental health, anxiety,
depression, stress
Abstract:
This study builds on a previous umbrella review that
highlighted the effectiveness of combining Extended Reality (XR) and Game-Based
Interventions (GBI) in mental health treatment, showing positive results in
reducing anxiety, depression, and stress. XR included augmented, virtual, and
mixed reality, while GBI encompassed serious games, gamification, game-based
learning and training, exergames, and commercial video games. The review
analyzed 201 studies and selected 16 (nine meta-analyses, six systematic reviews,
and one scoping review). Given the role of design in digital mental health
solutions, here, we conducted a reverse engineering analysis to understand how
these interventions worked by reviewing descriptions and visual representations
from each study, breaking down XR-GBI into core game elements. This allowed us
to identify design features and motivational purposes linked to their
effectiveness, as well as underused elements to inform future research and
innovation. Frequently used game elements included "Emotions", "Single-player", "Consequence",
"Simulation", "Customization", "Meaning",
"Level", "Exploration", "Narrative", and
"Feedback". The knowledge of frequent and underused game elements offers
insights to advance XR-GBI design knowledge and support their use in digital
mental health to boost intrinsic motivation, supporting cognitive and
behavioral change. However, the absence of multiplayer features reveals a
research gap, suggesting XR-GBI could be improved by adding cooperative,
competitive, or collaborative elements. Future research and interventions
should build on the game elements identified here to enhance mental health
outcomes while exploring new elements, particularly social dynamics, to
strengthen engagement and therapeutic impact.
7581
– Minecraft Serious Play: Adaptation of a Positive Psychology Task in the
Minecraft Metaverse
Sabrina Bartolotta, Marta Pizzolante,
Anastasia De Giovanni, Lorenzo De Angeli and Andrea Gaggioli
Keywords: Positive Technology, Best Possible Self Task,
Digital Well-being, non-immersive VR, Metaverse
Abstract:
This study examines the digital adaptation of the Best
Possible Self task within the Minecraft Metaverse, applying the Positive
Technology framework. The objectives were to (I) assess the effects of the
metaverse-based Best Possible Self on optimism and positive emotions, and (II)
evaluate participants’ user experience with Minecraft as a psychological
intervention tool. 22 participants completed the Best Possible Self task in
Minecraft, with pre- and post-task assessments measuring optimism, affective states,
and user experience. A behavioral measure was included: after the task,
participants could enter a lottery, with their choice serving as a proxy of
optimism and risk-taking tendencies. The findings suggest that the digital Best
Possible Self task successfully preserved its psychological benefits. Post-task
assessments revealed increased optimism, elevated positive affect, and a
reduction in negative affect. Participants also reported a positive and
engaging experience within the Minecraft Metaverse. 14 out of 22 participants
opted into the lottery, and 10 of them expressed confidence in winning, further
supporting the task’s influence on optimism. These results support the
feasibility and effectiveness of the digital transposition of the Best Possible
Self task, aligning with the framework of Positive Technology.
7732
– Boozy Gears: A Persuasive Game for Discouraging Drunk Driving
Soham Sen, Oladapo Oyebode, Chinenye Ndulue and Rita Orji
Keywords: persuasive technology, persuasive games,
serious games, drunk driving, health, well-being, awareness,
Abstract:
Persuasive games have emerged as powerful tools for
motivating behaviour change across diverse domains.
In this research, we design, develop, and evaluate a persuasive game (Boozy
Gears) that discourages drunk driving. Through a fusion of persuasive
strategies based on the Persuasive Systems Design model, narrative episodes and
immersive gameplay mechanics, the game aims to motivate behaviour
change by challenging players’ perceptions and fostering empathy. We conduct a
pilot user study with 31 participants to evaluate the perceived persuasiveness
of the game and assess players’ subjective experiences using the Intrinsic
Motivation Inventory scale. Our results show that the overall game and its five
persuasive strategies are perceived as significantly effective in motivating behaviour change with respect to drunk driving. In
addition, all four player-experience measures receive significantly high
ratings. Based on our findings, we offer design recommendations and discuss the
implications of Boozy Gears as a novel persuasive game for discouraging drunk
driving.
7858
– Design, Implementation and Evaluation of a Gamified Mobile App for Long-Term
Behavior Change
Christoph Aigner, Vanesa Basheva,
René Baranyi, Carina Arnberger,
Sylvia Winkler and Thomas Grechenig
Keywords: ncd prevention, gamification,
behavior change, mobile health
Abstract:
The prevalence of non-communicable diseases (NCDs) is
increasing. NCDs, such as cardiovascular diseases, cancers, diabetes, and
chronic respiratory diseases, are not conta- gious but are typically caused by unhealthy behaviors.
However, many of these diseases are largely preventable. Research shows that
80% of heart diseases, strokes, and type 2 diabetes, as well as over one-third
of cancers, can be prevented by eliminating tobacco use, adopting a healthy
diet, maintaining good mental health, staying physically active, and reducing
harmful alcohol consumption. For many individuals, changing behavior to min- imize the aforementioned risk
factors can be challenging and often leads to short-term results only. Previous
research in NCD prevention has mainly focused on developing interventions that
target specific behavior categories in isolation, disregarding the
interconnected nature of human behavior, where improvements in one area can
influence others. This work proposes a novel and holistic approach that acknowledges
the complexity and interdependence of multiple factors influencing behavior
change. The result is a gamified mobile app designed and developed to support
long-term behavior change. A psychologist and a total of 25 members of the
target group evaluated the application during different stages of development.
The mobile app promotes positive attitudes toward behavior change, offering
rewards for healthy actions and engaging users through a meaningful narrative,
which enhances the effectiveness of interventions aimed at reducing NCD risk
factors.
8082
– Sex-Educated: A Mobile Health App to Promote Sexual Health in Indian
Communities
Pratyasha Bhattacharya, Gerry Chan, Makuochi Nkwo and Rita Orji
Keywords: Behavior change, mobile health (mHealth),
sexual health, persuasive technology, serious games
Abstract:
Sex education plays an important role in developing a
comprehensive understanding of sexual health, and empowering individuals to
make responsible choices. However, in countries like India, sex education is
often neglected due to societal stigma surrounding discussions about sex. This
lack of proper sexual health knowledge frequently leads to risky sexual
choices. We present Sex-Educated, a theory-driven, persuasive mobile
application specifically designed to promote sexual health awareness among
Indians. The app aims to increase knowledge about healthy sexual behavior and
encourage changes in risky sexual behaviors. A quantitative study of 46
participants who used the app for 7 days and completed a questionnaire about
their experience followed by an interview with 21 participants to uncover more
qualitative insights. Results showed a positive change in sexual behavior and
knowledge of sexual health. Based on our findings, we offer recommendations for
designing mHealth interventions that improve knowledge and awareness within
underserved populations.
8628
– Extending Digital Phenotyping Analysis with Contextual Data in mHealth
Applications for Bipolar Disorder People
Abel González Mondéjar, Lívia Lutz dos Santos, Greis Francy Mireya Silva-Calpa, Elie Cheniaux and Daniel Correa Mograbi
Keywords: digital phenotype, bipolar disorder, contextual
data.
Abstract:
Bipolar disorder is a complex and severe mental illness characterized
by fluctuations in mood from depressive to manic states and periods of stable
mood, affecting around 2% of the world’s population. As mental health
monitoring of those fluctuations is sensitive, digital phenotyping uses active
and passive data from self-related forms and cellphone sensors. However,
contextual data (e.g. weather and social factors) remain underexplored. This
paper aims to analyze the impact of contex- tual variables and their influence on bipolar disorder and
propose a framework for their integration into digital phenotyping. To achieve
this goal, we performed a literature review and eight expert interviews in a
semi-structured interview. As a result, contextual data significantly
influenced mood fluctuations in bipolar patients and improved clinical decision
making. This article shows that the integration of contextual data complements
the analysis of digital phenotyping and should be considered in future mHealth
applications.
9114
– Origin Realm: A Virtual Reality Mindfulness Serious Game Based on Immersive
Training Theory
Yuqing Chen, Zitai Xiao and Shiguang
Ni
Keywords: Virtual Reality, Mindfulness, Serious Games,
Psychological Intervention.
Abstract:
Abstract—This study presents Origin Realm, a novel
virtual reality (VR) mindfulness serious game based on immersive train- ing theory that addresses limitations in traditional
psychological interventions. The research integrates gamification principles,
multiplayer functionality, and multimodal feedback mechanisms to enhance
mindfulness practice accessibility and effectiveness. A comprehensive framework
was developed incorporating four pro- gressive
levels: mindful stretching, loving-kindness meditation, art therapy, and
eye-movement mindfulness, each designed with specific interaction mechanisms
and feedback systems. A ran- domized controlled trial
compared individual VR mindfulness, group VR mindfulness, and traditional
mindfulness interventions. Results demonstrated that Origin Realm significantly
improved positive affect, mindfulness levels, and attentional performance. This
research contributes to the emerging field of VR-based psychological
interventions by empirically validating the efficacy of immersive, gamified
mindfulness training and establishing design principles for future applications
that balance individual autonomy with social interaction benefits.
9953
– Usability of a Virtual Reality Intervention Combining Cognitive-Behavioral
and Grief Therapy for Psychological Support Following Miscarriage
Diana C.
G. Mendes, Rita Costa, Ana Fonseca and Mónica S. Cameirão
Keywords: miscarriage, emotions, adaptation, usability,
presence
Abstract:
Miscarriage, the involuntary fetal death before the 20th
week of gestation, is a common event that can result in negative mental health
responses. In Portugal, symptoms of psychological morbidities have been
reported by nearly half of women who suffered a miscarriage. Still, very few
reported being offered psychological support although in need of immediate
support. Considering the lack of health practitioners worldwide, Virtual
Reality (VR) is a valid alternative for psychological support in this context. We
present a multi- scenario VR system that leverages traditional protocols from
Cognitive- Behavioral and Grief therapy to deliver a preventive intervention
targeted at miscarriage. We ran a user study to evaluate usability and presence
of tasks that address emotions, social support, and adaptation to the loss. We
measured presence and usability, and conducted a
thematic analysis on the qualitative data gathered. The results showed that the
scenarios provided adequate levels of positive factors of presence, low
negative effect, and above-average usability. Users’ feedback highlighted high
immersion and feelings of embodiment with their avatar. However, difficulties
when writing on a virtual keyboard, controller settings and visual cues are
amongst the issues that need improvement.
193
– Motivating Physical Activity through Location-Based Augmented Reality
Exergames: A Review of Trends and Design Opportunities
Priyal Srivastava, Gerry Chan, Alaa Alslaity,
Makuochi Nkwo and Rita Orji
Keywords: Augmented reality (AR), exergame, physical
activity, motivation, persuasive strategies
Abstract:
Abstract—Physical inactivity and a sedentary lifestyle
have become significant health issues, requiring creative approaches to encourage
physical activity (PA). In recent years, there has been increased research
attention on the role of exergames for promoting PA and keeping an active
lifestyle. In this paper, we provide an overview of existing studies within the
last 10 years on location-based augmented reality (AR) exergames aimed at
promoting PA. We reviewed 22 papers from 6 major electronic databases that met
the inclusion criteria. Our results show that (1) location-based AR exergames
are effective and able to promote PA in an engaging and enjoyable way, (2)
various aspects motivate people to start playing exergames, including
competitive features, enjoyment, augmented reality features, curiosity, and
social interactions, (3) boredom or a lack of new content was an important demotivating
factor for quitting, and (4) competition emerged as the most heavily used
persuasive strategy in location- based exergames that promote PA. We propose
practical recommendations to design exergames that offer captivating and
immersive experiences, ultimately promoting PA and addressing the growing
public health concern of sedentary lifestyles.
243
– Serious Games for Emotion Regulation in Children: A Systematic Review
Bárbara
Carvalho, Eliana Silva and Luís Paulo Reis
Keywords: systematic review, serious games, emotion reg- ulation, game design, children
Abstract:
Abstract—Research has increasingly highlighted the impor- tance of emotional
knowledge and emotion regulation (ER) skills in the socio-emotional development
of school-age children. The persistence of ER difficulties can predict
psychological problems such as anxiety and depression, accentuating the need
for innovative solutions to teach ER to children. Serious games (SGs) have
emerged as a dynamic and creative tool to educate, train, or raise awareness
about specific topics, particularly in children’s mental health. To the best of
our knowledge, this study presents the first systematic review focused
specifically on the key design elements of SGs targeting ER for children,
addressing a gap in previous research, which has only explored their efficacy
with a brief overview of design elements. Following PRISMA guidelines, a search
across multiple databases collected 16 articles for analysis and summary. The
analysis revealed that while the number of SGs remains limited, key design
patterns, such as real- life scenario simulations and progression systems are
frequently employed to enhance engagement, and the transfer of virtual to
real-world ER skills.
245
– Designing Serious Games to Support Teachers’ Emotion Regulation: A Systematic
Review
David Fang, Eliana Silva and Luís Paulo
Reis
Keywords: systematic review, serious game, emotion regu- lation, game design,
teacher
Abstract:
Abstract—Emotion regulation (ER) is critical for elemen- tary teachers’ well-being
and classroom effectiveness, yet many struggle with ER due to high stress and
emotional demands. Serious games (SGs), designed for educational purposes,
offer a promising, interactive approach to improving ER skills by simulating real-world
scenarios in a safe, engaging environ- ment. This
systematic review, conducted in accordance with the PRISMA guidelines, examines
existing research on game design principles for SGs targeting ER in elementary
teachers. Databases including IEEE, PubMed, ScienceDirect, and Web of Science
were systematically searched, yielding 8 relevant records, with an additional 2
records identified from other sources. The usage of SGs demonstrated promising
results in supporting the target audience. However, the limited number of
studies highlights a significant research gap, particularly in co-design
approaches, as few involved teachers in the development process. These findings
suggest that SGs hold potential for enhancing ER skills and classroom dynamics,
but further research is needed to establish a general design framework and
ensure practical relevance for educators.
1773
– Serious Games for Food Waste Reduction: A Qualitative Review
Ezequiel
Santos, Cláudia Sevivas, Vítor Carvalho, Nuno Feixa Rodrigues and Eva Ferreira
Oliveira
Keywords: Serious Games, Food Waste, Behavioral Change,
Educational Technology.
Abstract:
Serious games provide interactive learning experi- ences that promote
behavioral change in sustainability chal- lenges, including food waste reduction. This study presents
a qualitative review of nine serious games designed to influence food waste
behaviors. Using the Playful Learning Framework, the review synthesizes
research on game mechanics, educational approaches, and behavioral outcomes.
Findings indicate that serious games improve food storage knowledge, enhance
meal planning, and foster waste-conscious behaviors. However, gaps remain in
long-term retention, community-driven engagement, and cross-platform effectiveness.
Future research should explore multiplayer interaction, policy-driven
applications, and longitu- dinal
assessments to evaluate sustained behavioral change.
2786
– Designing Virtual Reality Games for Grief: A Workshop Approach with Mental
Health Professionals
Amina Kobenova, Piper Stickler,
Thais Alvarenga and Sri Kurniawan
Keywords: Virtual Reality, Grief, Serious Games, Mental
Health
Abstract:
Although serious games have been increasingly used for
mental health applications, few explicitly address coping with grief as a core
mechanic and narrative experience for patients. Existing grief-related digital
games often focus on clinical training for medical professionals rather than
immersive storytelling and agency in emotional processing for the patient. In
response, we designed Road to Acceptance, a VR game that presents grief through
first-person narrative and gameplay. Ten pilot testers—eight students and two
mental health professionals— evaluated its usability and intervention
potential. As the next phase of evaluation, we propose a workshop-based study
with licensed mental health professionals to assess the therapeutic impacts of
the game and alignment with best practices in grief interventions. This will
inform iterative game design and patient evaluation methods, ensuring that the
experience is clinically appropriate. Potential findings can contribute to the
design principles of grief-related virtual reality experiences, bridging the
gap between interactive media, mental health interventions, and immersive
storytelling.
3369
– Gamified Augmented Reality for Enhancing Cognitive Function and Social
Participation in Dementia Patients
Hanchun Huang and Hsiao Wen Chuang
Keywords: Dementia, Serious Game, Augmented Reality,
Nutrition Education, Cognitive Training, Elderly Care, Social Participation
Abstract:
This study introduces the “AR Magic Plate game”, a WebAR-based, gamified augmented reality system designed to support
cognitive function and social participation among elders with dementia.
Integrating interactive food‐ group identification tasks with reflexive sensory cues
rather than didactic nutrition instruction, the platform delivers automatic
prompts and rewards to reinforce healthy eating responses. Users engage by
scanning AR markers on food cards and selecting the missing category from six
major food groups; correct selections earn points that contribute to
personalized rankings. A pilot deployment with 12 participants aged 71–103
years demonstrated that the system’s intuitive interface and gamified
incentives successfully motivated engagement across the entire age span, with
most users achieving high scores (4–5 out of 5). Statistical analysis confirmed
no significant association between age and performance, underscoring the
intervention’s capacity to evoke active participation irrespective of
chronological age. These results suggest that the AR Magic Plate game offers a
scalable, low-barrier, non-pharmacological approach for delivering cognitive
stimulation and social interaction in dementia care.
3416
– FTS App: Towards Explainable AI-Driven Adaptive Weight Tracking
Grace Ataguba, Oladapo Oyebode, Dharven Yatinkumar Doshi and Rita
Orji
Keywords: AI, weight management, multi-model, physical
activity, nutrition
Abstract:
We present the FTS app, an adaptive weight management
tracking application that integrates an explainable artificial intelligence
(XAI) model, specifically designed for normal weight individuals who aim to
maintain their current weight status. Weight maintenance requires consistent
monitoring of calories consumed from food and those expended through exercise,
a challenging task with conventional apps available on Play Store or App Store.
The FTS app uniquely analyzes both food logs and daily steps to predict users'
current weight. A key feature is its explainable AI framework that helps users
understand why certain foods might trigger weight fluctuations and offer
healthier alternatives. The system integrates two complementary models: (1) a
ChatGPT-4 model and (2) the proprietary FTS- XAI model, both designed to
classify foods as healthy or unhealthy while calculating caloric content to
estimate the user's current weight. The app includes a built-in step counting
module that tracks physical activity before meals, eliminating the need for
expensive wearable devices and reducing privacy concerns related to third-
party access. By combining these calorie metrics, the app automatically
calculates the user's current weight and keeps them informed. This paper presents
our design framework to guide the research community in addressing the needs of
this predominantly overlooked population with weight maintenance goals.
3693
– A Conceptual Framework for Designing Effective Serious Games for Learning
Zahara Abdulhussan Al-Awadai
Keywords: serious games, serious games functional
requirements, game development, conceptual framework, game components.
Abstract:
Serious games have emerged as a valuable tool for
enhancing learning across various fields, extending beyond entertainment to
improve education and training outcomes. This research investigates the use of
serious games as a tool for enhancing learning and identifies key requirements
and aspects essential for improving their design process. We propose a
conceptual framework that supports the development of impactful serious games,
focusing on their educational and entertainment aspects. The framework includes
three models—structure, behavioral dynamics, and user experience—that
facilitate collaboration among multidisciplinary development teams and align
game mechanics with learning objectives. It also provides a
"dictionary" to help the development team adapt game mechanics to the
game's educational goals. To validate the framework, we designed a serious game
as a web application, redesigned an existing game, and compared our approach
with existing frameworks. Results demonstrate that our framework offers more
precise models for integrating the gaming and educational aspects, allows a
detailed decomposition of game components, and provides clearer graphical and
textual representations. This, in turn, simplifies the comparison of different
games and provides deeper insights into game challenges and player engagement.
3896
– Girl’s Healing Travel: a Gamified Tool for Mental Resilience Cultivation
Based on R²EM
Yudong Lin, Yuheng Yang, Xing Sun and Shiguang Ni
Keywords: Mental Resilience, R2EM, Gamified Tool
Abstract:
With the rapid advancement of society, mental health
challenges have become a global concern, driven by factors such as social
stress, personal trauma, and physiological influences. In response, fostering
mental resilience—the ability to adapt effectively to adversity—has emerged as
a critical strategy for mitigating the risk of mental disorders. This paper
presents the development of a gamified tool designed for both assessing and
cultivating mental resilience. Grounded in the Recovery and Resilience in Entertaining
Media Use Model (R2EM), the tool transforms traditional resilience assessment
questionnaires into a narrative-driven format, while integrating real-time
visualization techniques to dynamically represent players’ psychological
states. Experimental findings reveal significant improvements in play- ers’ mental resilience scores following gameplay,
demonstrating the potential of gamification as an effective approach for mental
resilience training.
5465
– CalmMe: An AI-Driven Adaptive and Personalized
System for Stress Detection and Management
Aman Desai, Dharmil Shah, Oladapo Oyebode, Grace Ataguba and Rita Orji
Keywords: stress detection, stress management, artificial
intelligence, machine learning, deep learning, heart rate variability, sensor
technology, adaptivity, personalization, health, well-being, intervention
design
Abstract:
Stress is a prevalent concern in modern society, affecting
mental and physical health. Accurate and timely stress detection can enable
individuals to take preventive actions, reducing its adverse effects. This work
presents the CalmMe app, an AI-driven and
mobile-based system that uses heart rate variability (HRV) data to predict
stress levels using sensor technology and machine learning models, and then
provide personalized and evidence-based interventions. HRV data, automatically
collected via Apple Watch, is processed using statistical and time-domain features,
with SDNN (standard deviation of Normal-to-Normal intervals) as the primary
metric. The comparative evaluation of convolutional neural network (CNN),
Support Vector Machine (SVM), and three other models (Random Forest, Logistic
Regression, and LSTM) show that CNN is the best performing model overall with
an accuracy and F1- score of 98.5% and 98%, respectively. The app visualizes
stress trends, categorizes stress into chronic, mild, and low levels, and
recommends personalized interventions to manage stress effectively. This
research showcases the practicality of integrating wearables and artificial
intelligence (AI) for stress monitoring and management by designing and
developing the CalmMe app which holds promise as a
personalized and adaptive system for promoting the physical and mental
well-being of people globally.
6048
– SerenCoach: An AI-Driven Persuasive Digital Coach
for Anxiety and Depression Management
Vishesh Dipal Patel, Oladapo Oyebode, Grace Ataguba and Rita
Orji
Keywords: persuasive technology, digital coach, artificial
intelligence, large language models, mental health, mobile application, health,
well-being, personalization, intervention design.
Abstract:
Despite the prevalence of mental health issues such as
anxiety and depression, access to timely and personalized care remains limited.
SerenCoach is an AI-driven, persuasive, and
mobile-based digital coach designed to support anxiety and depression
management through multimodal analysis of facial expressions and voice. By
leveraging advanced technologies, including Facial Expression Recognition (FER)
model, Large Language Models (LLMs) such as Llama3, and persuasive strategies, SerenCoach assesses users’ anxiety and depression risk
levels and provides personalized interventions. SerenCoach’s
methodology involves engaging in a conversation/dialogue with users while
analyzing facial expressions and verbal expression of personal experiences or
health condition (which is automatically converted to text) to assess their
risk level. Based on the assessed risk – categorized as low, medium, or high –
the app delivers personalized and evidence-based interventions including guided
meditation, gratitude journaling, AI-powered therapist, and access to emergency
services. SerenCoach motivates users through goal
setting, reminder, and progress tracking to enhance user engagement. This paper
discusses the design and development of SerenCoach, and demonstrates its ability to improve mental well- being
through interactive, adaptive, and real-time support.
7425
– A Serious Game to Measure Time Perception in Driving: Towards Context-Based
Measurement
Yoones Sekhavat, Abbas Mousivand,
Hesam Sakian, Leila Dobakhti
and Joseph Mani
Keywords: Time Perception, Context-based Measurement,
Driving Game.
Abstract:
The study of time perception, a field within psychol- ogy and cognitive science, has garnered significant
interest from researchers. Time perception refers to the subjective experience
of time, a fundamental aspect of human awareness that influences behavior.
Traditionally, time perception is measured using a classic test where a symbol
is displayed to a participant for a fixed duration, after which the participant
attempts to replicate this duration by holding down the keyboard space bar for
the same amount of time. We argue that time perception is not a general skill
but should be assessed within specific contexts and scenarios. Given the
importance of time perception in driving, this paper proposes a technique to
measure time perception in driving scenarios. We utilize a car driving game to
evaluate drivers’ time perception during overtaking scenarios. To validate our
proposed system, we conducted a user study to determine the correlation between
time perception in our system and the classic time perception test results. The
findings revealed a significant correlation between the time perception metrics
in our system and the classic test in both underestimation and overestimation
conditions. These results indicate the viability of using the car driving game
to measure time perception in driving scenarios and suggest its potential as an
intervention tool to enhance time perception skills in driving contexts.
8060
– STEM Odyssey: A Chapter-Based Game for Stress Management in STEM Students
Gabriel J. Roberts, Sussan Anukem,
Gerry Chan, Makuochi Nkwo
and Rita Orji
Keywords: Behavior change, mobile health (mHealth),
stress management, gamification, persuasive strategies, serious games
Abstract:
Mobile Health (mHealth) games are gaining popularity as
they can help users better understand health information, including stress
management and well-being. In this study, we report on the results of a mobile
chapter-based serious game, STEM Odyssey, designed to engage users in
stress-reducing activities through an interactive narrative and choice-based
decision-making gameplay. The game simulates various academic and social stress
scenarios common in university life and incorporates principles from the Persuasive
Systems Design (PSD) model to motivate users and change behavior. Prior to the
development of a fully functional and playable game, we sketched wireframes of
the user interface, followed by an interactive prototype on Figma. We then
conducted a usability test, as well as a questionnaire and semi-structured
interviews with six target participants to gather qualitative and quantitative
data about users' perceptions of the game and intuitiveness of the user
interface. Our preliminary findings indicate that the user interface is usable,
simple, and overall, the persuasive strategies applied in the design are
effective at promoting behavior change. Based on these results, we plan to
revise the prototype and conduct a second round of evaluation before proceeding
with the full development and field evaluation of the game with a large sample.