Jul 2026· International Journal on Perceptive and Cognitive Computing· Vol 12, pp. 104-110· 0 citations· 23 references
Abstract
Traditional mental health assessments for anxiety and depression often face limitations due to their overtly clinical nature and susceptibility to self-report and social desirability biases. To overcome these barriers, this preliminary study explores the feasibility and user acceptance of decision-based games as immersive, early-screening tools specifically targeting university students. Employing a qualitative descriptive design, the research integrated a multimedia production methodology with semi-structured interviews and user acceptance testing (UAT) involving clinical psychologists, academic experts, and student volunteers. The findings indicate that decision-based games can successfully and practically integrate standard psychometric tools, such as the GAD-7 and PHQ-9, yielding high user acceptance. However, experts stressed that to maintain psychological safety and clinical validity, these games must be strictly classified as preliminary screening tools rather than diagnostic instruments, and they must retain the exact original wording of the assessments. Furthermore, targeted design mechanics, including culturally resonant scenarios, minimalist anxiety-sensitive visuals, and brief 5- to 10-minute gameplay sessions, significantly enhance user engagement. Ultimately, well-designed decision-based games offer a viable, engaging, and less stigmatizing alternative to traditional questionnaires for routine mental health screening.
The needs and experiences of university students with depressive symptoms are explored and a theory-driven app design framework tailored to the target population is developed to support clinical decision-making in developing more effective digital tools.
Li-Ting Chen, Hsin-Tien Hsu, M. Lou et al.· International Journal of Qua...· 0 citations
Background: The rapid acceleration of digitalization has expanded the accessibility of contemporary mental health services; however, transitioning clinical assessments to virtual settings raises concerns regarding diagnostic accuracy due to the limited observation of clients' nonverbal behaviors. Objective: This study...
Devy Sekar ayu Ningrum, Sitti Rahma Zuleykha Aven Hinelo, Nazwa Rizkia Ismail et al.· International Journal of Cou...· 0 citations
Public speaking training and public speaking anxiety (PSA) treatment increasingly rely on technology-mediated systems, including web, mobile, desktop, and immersive virtual reality (VR) tools. This comprehensive review identifies and maps information and communication technology (ICT)-based public speaking intervention...
Dragoș-Ion Dogioiu, A. A. Morar, A. Moldoveanu et al.· Information· 0 citations
Abstract Background Mental health problems frequently emerge during adolescence and young adulthood, yet many young people do not seek or receive timely support. Digital mental health interventions, including serious games and gamified tools, may improve accessibility and engagement, but evidence for their feasibility...
Ewelina Smoktunowicz, Jan Maciejewski, Magdalena Leśnierowska et al.· JMIR Research Protocols· 1 citation
A structured usability-based validation approach for VR systems translating CBT-informed techniques for non-clinical use is demonstrated and offers practical guidance for the design and evaluation of immersive mental health technologies.
Mashael Bin Sabbar, Gary Ushaw, Rich Davison· Multimodal Technologies and...· 0 citations
The increasing prevalence of anxiety, depression, and stress has intensified the demand for scalable, evidence-based psychological interventions that can be delivered across traditional and digital modalities. University students represent a high-risk group due to academic demands and developmental transitions, making...
Francielle Assumpção, Gabriela Oltramari, Gabriel Henrique Bomfim de França et al.· Psychiatry International· 0 citations
We use cookies to run the site and, with your consent, for analytics and to show ads.
See our Cookie Policy.