Skip to main content

Design of a Novel Serious Game for the Detection and Measurement of Obsessive-Compulsive Disorder

  • Conference paper
  • First Online:
Games and Learning Alliance (GALA 2022)

Abstract

People with Obsessive Compulsive Disorder (OCD) suffer from recurring unwanted thoughts (called obsessions) that drive them to do certain actions repetitively (called compulsions). People with OCD feels stuck in a stressful cycle of obsessions and compulsions. There are two approaches to diagnosing and assessing people with OCD. The first one is conducted in the doctor’s office. The second one is conducted inside a special-purpose room that is typically setup in the hospital. This second environment is constructed using virtual and augmented reality. Both approaches are challenging with difficulties such as the high cost and stigma of therapy. Fortunately, there is a third approach that uses specialized computer games to achieve the same goals. This third approach has not been researched yet in the context of OCD detection and measurement. In this paper, we present the design and implementation of a serious game that can provoke OCD and then measure the intensity of the resulting obsessions and compulsions. This new game is based on the concept of cognitive gameplay. As such, the interaction between the proposed game design elements leads to the emergence of different cognitive processes, such as attention, memory, and planning, which are essential in the study of OCD. The proposed game design elements have been reviewed and approved by two psychiatrists.

This work is protected with a US provisional patent with the number 63342804.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

Notes

  1. 1.

    Based on interviews with actual OCD muslim patients. This design concept is general and applicable to different types of tasks such as prayers and checking.

  2. 2.

    A physical activity referred to as Salah. It involves a set of movements like bowing and prostration.

References

  1. American Psychiatric Association: Diagnostic and statistical manual of mental disorders, 5th edn. American Psychiatric Association Publishing Inc., Washington, D.C (2022)

    Google Scholar 

  2. World Health Organization: Depression and other common mental disorders - Global health estimates. World Health Organization, Geneva (2017). https://apps.who.int/iris/bitstream/handle/10665/254610/WHO-MSD-MER-2017.2-eng.pdf. Accessed 11 July 2022

  3. Rialda Kovacevic: Mental health - lessons learned in 2020 for 2021 and forward. World Bank Blogs, https://blogs.worldbank.org/health/mental-health-lessons-learned-2020-2021-and-forward. Accessed 11 July 2022

  4. Yang, W., et al.: The cost of obsessive-compulsive disorder (OCD) in China - a multi-center cross-sectional survey based on hospitals. Gen. Psychiatry 34(6), BMJ Journals (2021)

    Google Scholar 

  5. Burr, C., et al.: Digital psychiatry - risks and opportunities for public health and wellbeing. Trans. Technol. Soc. 1(1), 21–33 (2020)

    Article  MathSciNet  Google Scholar 

  6. Vajawat, B., Varshney, P., Banerjee, D.: Digital gaming interventions in psychiatry - evidence, applications and challenges. Psychiatry Res. 295, 113585 (2021)

    Google Scholar 

  7. Brezinka, V.: Ricky and the spider - a video game to support cognitive behavioral therapy treatment of children with obsessive-compulsive disorder. Clin. Neuropsychiatry 10(3), 6–12, Giovanni Fioriti Editore (2013)

    Google Scholar 

  8. Kim, K., et al.: Anxiety provocation and measurement using virtual reality in patients with obsessive-compulsive disorder. CyberPsychol. Behav. 11(6), 637–641, Mary Ann Liebert, Inc. (2008)

    Google Scholar 

  9. Kim, K., et al.: Development of a computer-based behavioral assessment of checking behavior in obsessive-compulsive disorder. Compr. Psychiatry 51(1), 86–93 (2010)

    Article  Google Scholar 

  10. Van Bennekom, M.J., et al.: A virtual reality game to assess obsessive-compulsive disorder. CyberPsychol. Behav. Soc. Netw. 20(11), 718–722, Mary Ann Liebert, Inc. (2017)

    Google Scholar 

  11. van Bennekom, M.J., et al.: A virtual reality game to assess OCD symptoms. Front. Psychiatry 11. Frontiers Media SA, Lausanne, Switzerland (2021). https://www.frontiersin.org/articles/10.3389/fpsyt.2020.550165/pdf. Accessed 11 July 2022

  12. Kartberg, E.: OCD and empathy games - using empathy games to inform the public about OCD. MS thesis. University of Skövde, Skövde, Sweden (2019). https://www.diva-portal.org/smash/get/diva2:1367393/FULLTEXT01.pdf. Accessed 11 July 2022

  13. Haworth, R.: An investigation of cognitive implications in the design of computer games. Doctoral dissertation. University of Western Ontario, Ontario, Canada (2015)

    Google Scholar 

  14. Muller, J., Roberts, J.E.: Memory and attention in obsessive compulsive disorder - a review. Anxiety Disord. 19(1), 1–28 (2005)

    Article  Google Scholar 

  15. Sedig, K., Parsons, P., Haworth, R.: Player-game interaction and cognitive gameplay - a taxonomic framework for the core mechanic of videogames. Informatics 4(4), MDPI (2017). https://www.mdpi.com/2227-9709/4/1/4/pdf?version=1484303273. Accessed 11 July 2022

  16. Haase, M.T.: The lived experience of obsessive compulsive disorder. Doctoral dissertation. University of Alberta, Edmonton, Canada (2003)

    Google Scholar 

  17. Cha, K.R., et al.: Nonverbal memory dysfunction in obsessive-compulsive disorder patients with checking compulsions. Depression Anxiety 25(11), E115–E120 (2008)

    Article  Google Scholar 

  18. Stacy Quick: The rumination trap. https://www.treatmyocd.com/blog/the-rumination-trap. Accessed 11 July 2022

Download references

Acknowledgements

Ameera Alajlan would like to acknowledge the support received from KFUPM via the summer research program for high school students (Hxplore 2021). Also, she would like to thank Dr. Samah Al-Khawashki and Dr. Ahmed Al-Madani from the Department of Psychiatry at King Saud university in Riyadh for reviewing the game design elements. Ahmed Alqunber and Yahya Osais would like to acknowledge KFUPM for support.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Yahya Osais .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Alajlan, A., Alqunber, A., Osais, Y. (2022). Design of a Novel Serious Game for the Detection and Measurement of Obsessive-Compulsive Disorder. In: Kiili, K., Antti, K., de Rosa, F., Dindar, M., Kickmeier-Rust, M., Bellotti, F. (eds) Games and Learning Alliance. GALA 2022. Lecture Notes in Computer Science, vol 13647. Springer, Cham. https://doi.org/10.1007/978-3-031-22124-8_17

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-22124-8_17

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-22123-1

  • Online ISBN: 978-3-031-22124-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics