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G4LI Games for Learning Day at G4C 2011
Citation preview
Lit2Quit:A Mobile Game for Smoking Reduction
Using Breathing Techniques8th Annual Games for Change Festival
June 22, 2011
Research Team: Adrienne Garber, Adriel Brown, Azadeh Jamalian, Sungbong Kim, Pazit Levitan, Jessica Mezei, and Dan Rabinowitz
Principal Investigator: Dr. Charles Kinzer
Consultants: Jessica Hammer, Dr. Sandra Okita, Dr. Kathleen O’Connell
Roadmap
• Introduction• The Lit2Quit Game• Rush and Relax Modes• Data Design and
Collection• Gesture Research• Game Objectives• Breath Interface• Conclusion
Introduction
1. Why create a tool for smoking cessation?
2. Why use a mobile platform?
3. Why study gesture-based interfaces and human-computer interaction?
What is Lit2Quit?A mobile game designed in two modes, RUSH and RELAX, that utilizes an innovative breath-control interface that might be useful as a replacement therapy for cigarette smokers who want to reduce smoking habits.
Rush Mode: Perceived Stimulant• 2D “Space Shooter” style
game play (without the shooting)
• 4-way tilt controls• Asset-management
mechanic based on collecting gas in order to make stars
• Use of “Breath of Fire” to escape black holes
• Fast Paced, Defensive, Energetic
Energetic Gameplay
PerceivedStimulant (Donovan & Marlatt, 2007)
Relax Mode: Perceived Sedative• 2D vertical • 2-way horizontal tilt
controls• Asset-management
mechanic based on collecting dust into a swarm that is sent to sky
• Use of calm breath for vertical navigation
SoothingGameplay
PerceivedSedative
(Donovan & Marlatt, 2007)
Data Design and Collection
1. 3 Phases of Testing2. Physiological measurements
including EEG, EKG and skin conductance
3. Participants’ pre- and post-game play surveys
4. Self Assessment Manikin (SAM) scale
5. Interview transcripts6. Video observation notes for
gesture research7. Game Evaluation
questionnaire
Gesture Research
• Grip
• Tilt
• Tap
Rush Mode: Game Objective
Particles of colored gas are collected to make stars.
Spaceship with collector scoop and trailing star canister that collects stars.
Obstacles such as asteroids cause damage to the spaceship and canister.
Rush Mode: Breath Interface
The Black Hole
The Black Hole appears. Breath fills hole with blue energy. Ship zooms forward!
Your SPARK before it is released into the atmosphere to collect specks of stardust.
The color of stardustyou are asked to collect for your mission.
Example: Here, the mission is to collect 12 lime-green colored specks of stardust.
Relax Mode: Game Objective
Relax Mode: Game Objective
Example: This Collector required lime-green colored stardust for the mission.
The COLLECTOR retrieves you and your Spark at the end of the game. It collects the stardust that it asked you to bring it and indicates whether your mission was successful.
(1) Empty sparkWhen the Spark is empty it needs you EXHALE
(2) Growing SparkWhen you exhale theSpark grows to the capacity of your exhale. Aim to fill the Spark’s outline with yellow energy at minimum.
(3) Resting SparkWhen your exhale isFinished, the Spark turnsgrey and shrinks back toempty state, you mustinhale during this time.
exhale
hold exhaleexhale end
inhale
shrinks
Relax Mode: Breath Interface
Moving the Spark
Conclusion
1. Close to 100 study participants involved in the final
phase of game testing.
2. Collecting both quantitative and qualitative data to
support hypothesis that innovative breath-control
interfaces might be useful as a replacement therapy for
cigarette smokers who want to reduce smoking habits.
3. Preliminary results indicate that game-play may be
able to mimic the perceived stimulating and relaxing
effects of smoking, final results to be analyzed by
August 2011.
Contact Information1. Twitter Account: Games4Research
2. Facebook Group Page: Lit2Quit A Mobile Game for Smoking Reduction
3. WordPress Website: http://lit2quit.wordpress.com/
4. Email Address: litthegame@gmail.com
5. Teachers College student researchers: Adriel Brown, Adrienne Garber, Azadeh Jamalian, Sungbong Kim, Pazit Levitan, Jessica Mezei, Dan Rabinowitz
ReferencesBillett, S. (1996). Situated learning: Bridging sociocultural and cognitive theorising. Learning and Instruction
Buxton, B. (2007, January 12). Multi-Touch Systems I have known and loved. Microsoft Research. Retrieved April 28, 2010, from http://www.billbuxton.com/multitouchOverview.html
Donovan, D.M. & Marlatt, G.A. (Eds.). (2007). Assessment of addictive behavior (2 ed.), The Guilford Press.
Jamalian, A., Levitan, P., Mezei, J., Hammer,J., Alex,N., Kinzer,C. (2010). Lit to quit: An iPhone game to curb smoking. Paper presented at the annual meeting of Games for Health, Boston, MA.
Karam, M. (2006). A framework for research and design of gesture-based human computer interactions. University of Southampton
Lang, P. J. (1980). Behavioral treatment and bio-behavioral assessment: Computer applications. Technology in mental health care delivery systems, 119–137.
Mezei, J.; Jamalian, A.; Levitan, P; Hammer, J.; Kinzer, C (2010). Meaningful Play. A Mobile Game Aiming to Evoke Arousal Effects of Nicotine
Robert Wood Johnson Foundation, Publications and Research: Tobacco. Retrieved March 14, 2011, from http://www.rwjf.org/pr/topic.jsp?topicid=1030
Saari, D (2002) Designing Mind-Based Media and Communications Technologies, University of Helsinki. Retrieved April 20, 2011 from http://www.temple.edu/ispr/prev_conferences/proceedings/2002/Final%20papers/Saari.pdf
World Health Organization. WHO Report on the Global Tobacco Epidemic, 2008.Geneva: World Health Organization; 2008. Retrieved March 14, 2011, from http://www.who.int/tobacco/mpower/2008/en/index.html
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