Uplifting Moods: Augmented Reality-Based Gamified Mood Intervention App with Attention Bias Modification
Abstract
:1. Introduction
2. Materials and Methods
2.1. Gamified Intervention with AR and ABM: Uplifting Moods
2.2. Experimental Design
2.2.1. Participants
2.2.2. Tasks and Experiment Protocol
- Game Type A and B (Petting Lively Characters with Positive Emotion; AR interactive mode and regular mode): Players should interact with happy dragons and avoid angry dragons. By touching the happy dragons players receive rewarding points (faster interaction boosts the points; i.e., higher points). By contrast, touching angry dragons will lose points.
- Game Type C and D (Collecting Objects without Emotion; AR interactive mode and regular mode): Players should only collect mushrooms among all the plants (which are the food for dragons). Collecting the right food will get points (faster interaction boosts the points; i.e., higher points). Collecting wrong foods will lose points.
3. Results
3.1. Self-Assessment Manikin
3.2. Game Preference
3.3. Qualitative Analysis Results
3.3.1. Positive Feelings About Uplifting Moods Gamification Interfaces
3.3.2. “Petting Lively Characters with Positive Emotion”-Focused (AR-Enabled ABM)
3.3.3. AR Interactive Mode vs. Regular Mode
3.3.4. ABM vs. Non-ABM
4. Discussion
4.1. Implications for Designing ABM Mental Wellbeing Interventions
4.2. Limitations and Future Work
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
ABM | Attention Bias Modification |
AR | Augmented Reality |
HSPS | Highly Sensitive Person Scale |
SAM | Self Assessment Manikin |
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Independent Variables (IV) | AR | Non-AR |
---|---|---|
ABM | Game Type A + Petting Lively Characters with Positive Emotion + AR Interactive mode | Game Type B + Petting Lively Characters with Positive Emotion + Regular mode |
Non-ABM | Game Type C + Collecting Objects without Emotion + AR Interactive mode | Game Type D + Collecting Objects without Emotion + Regular mode |
Age | Gender | HSPS | Ranking of the 4 Game Types | Frequency of Playing Games | User Types | |
---|---|---|---|---|---|---|
P1 | 33 | M | 86 | A > B > C = D | Everyday | Free Spirit |
P2 | 25 | M | 92 | A > C > B > D | Almost everyday | Socialiser |
P3 | 26 | M | 91 | A > C > B > D | Almost everyday | Philanthropist, Socialiser, Player |
P4 | 29 | F | 87 | B > C > D > A | Rarely | Free Spirit, Achiever, Disruptor |
P5 | 28 | F | 103 | B > D > C > A | Rarely | Player |
P6 | 27 | F | 87 | C > A > B = D | Everyday | Player |
P7 | 30 | M | 90 | A > C > D = B | Almost Everyday | Free Spirit |
P8 | 28 | F | 120 | B > A > D > C | Rarely | Philanthropist |
P9 | 26 | F | 118 | D > B > C > A | Everyday | Philanthropist |
P10 | 58 | F | 98 | A > B > C > D | Rarely | Philanthropist, Free Spirit |
P11 | 59 | M | 73 | D = B > C = A | Everyday | Philanthropist |
P12 | 28 | M | 93 | B > D > C = A | Everyday | Free Spirit |
P13 | 32 | F | 83 | A = B > C > D | Occasionally | Free Spirit |
P14 | 33 | M | 65 | A > B > C = D | Two or three times a week | Achiever |
P15 | 35 | F | 106 | B > D > C > A | Occasionally | Philanthropist |
P16 | 29 | F | 102 | A > C > B > D | Two or three times a week | Philanthropist |
P17 | 29 | M | 98 | D > A > B > C | Rarely | Philanthropist, Achiever |
P18 | 25 | F | 81 | C > A > D > B | Occasionally | Achiever |
P19 | 27 | M | 92 | A > C > D > B | Occasionally | Philanthropist |
P20 | 29 | F | 93 | B > C > D > A | Everyday | Philanthropist |
P21 | 27 | F | 103 | A > C > B > D | Almost Everyday | Player |
P22 | 30 | M | 95 | A > C > B > D | Rarely | Player |
P23 | 30 | F | 81 | D > B > A > C | Everyday | Free Spirit |
P24 | 30 | M | 102 | C > A > B > D | Everyday | Philanthropist, Free Spirit |
Conditions | Game Type A vs. Type B | Game Type A vs. Type C | Game Type A vs. Type D | Game Type B vs. Type C | Game Type B vs. Type D | Game Type C vs. Type D |
---|---|---|---|---|---|---|
Valence | p = 0.726 (η2 = 0.351) | p = 1 (η2 = 0) | p = 0.899 (η2 = 0.127) | p = 0.658 (η2 = 0.443) | p = 0.499 (η2 = 0.676) | p = 0.948 (η2 = 0.066) |
Arousal | p = 0.045 (η2 = 0.25) | p = 0.001 (η2 = 0.822) | p = 0.008 (η2 = 0.508) | p = 0.538 (η2 = 0.027) | p = 0.441 (η2 = 0.049) | p = 0.928 (η2 = 0.001) |
Dominance | p = 0.019 (η2 = 0.322) | p = 0.138 (η2 = 0.129) | p = 0.008 (η2 = 0.395) | p = 0.365 (η2 = 0.048) | p = 0.163 (η2 = 0.139) | p = 0.044 (η2 = 0.253) |
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Yeh, Y.J.; Jo, S.S.; Cho, Y. Uplifting Moods: Augmented Reality-Based Gamified Mood Intervention App with Attention Bias Modification. Software 2025, 4, 8. https://doi.org/10.3390/software4020008
Yeh YJ, Jo SS, Cho Y. Uplifting Moods: Augmented Reality-Based Gamified Mood Intervention App with Attention Bias Modification. Software. 2025; 4(2):8. https://doi.org/10.3390/software4020008
Chicago/Turabian StyleYeh, Yun Jung, Sarah S. Jo, and Youngjun Cho. 2025. "Uplifting Moods: Augmented Reality-Based Gamified Mood Intervention App with Attention Bias Modification" Software 4, no. 2: 8. https://doi.org/10.3390/software4020008
APA StyleYeh, Y. J., Jo, S. S., & Cho, Y. (2025). Uplifting Moods: Augmented Reality-Based Gamified Mood Intervention App with Attention Bias Modification. Software, 4(2), 8. https://doi.org/10.3390/software4020008