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Daydream: A Healing Game for Mitigating Quarantine-induced Negative Emotions with Music Adventure

Published: 03 November 2020 Publication History

Abstract

Many people all over the world still suffer from the stress induced by quarantine and social distancing during the coronavirus outbreak, and it is a topic of significance to manage negative feelings and emotions when considering mental health and wellness. Our questions are: "Can a game help people maintain mental health and wellness in such a situation?" and "Will virtual escape from isolation in the game help people feel better in reality?" Therefore, with the design concept of a "healing game", we developed Daydream, a game that combines puzzles and interactive music-making experiences with the design concept of a "healing game" to help players slow down, relax, and imagine. In Daydream, players collect magic objects that can retrieve the main character's memories and unfold her imagination, allowing players to enter a musical adventure. While this research project is still in the early stage, we conducted a preliminary user study and the feedback from the participant were generally positive to our design concept and game design. We believe such a design concept of a 'healing game' would be promising as an interesting research topic in serious games.

Supplementary Material

TXT File (cpsd1022vfc.txt)
Preview video
ZIP File (cpsd1022aux.zip)
The zip file contains the game demos for both Mac and Windows.
MP4 File (cpsd1022vf.mp4)
Supplemental video

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Cited By

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  • (2024)Sleep No Mosquitoes: Compensating Distance-Aware Compression in a VR Audio GameExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3650920(1-6)Online publication date: 11-May-2024
  • (2023)MindTerior: A Mental Healthcare Game with Metaphoric Gamespace and Effective Activities for Mitigating Mild Emotional DifficultiesExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3583831(1-6)Online publication date: 19-Apr-2023
  • (2023)Making sense of the pandemicInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2023.103141180:COnline publication date: 1-Dec-2023
  • Show More Cited By

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  1. Daydream: A Healing Game for Mitigating Quarantine-induced Negative Emotions with Music Adventure

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        cover image ACM Conferences
        CHI PLAY '20: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play
        November 2020
        435 pages
        ISBN:9781450375870
        DOI:10.1145/3383668
        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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        Publication History

        Published: 03 November 2020

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        Author Tags

        1. game design
        2. imagination
        3. interactive music experience
        4. mental wellness
        5. serious game

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        View all
        • (2024)Sleep No Mosquitoes: Compensating Distance-Aware Compression in a VR Audio GameExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3650920(1-6)Online publication date: 11-May-2024
        • (2023)MindTerior: A Mental Healthcare Game with Metaphoric Gamespace and Effective Activities for Mitigating Mild Emotional DifficultiesExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3583831(1-6)Online publication date: 19-Apr-2023
        • (2023)Making sense of the pandemicInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2023.103141180:COnline publication date: 1-Dec-2023
        • (2022)Playing during a crisis: The impact of commercial video games on the reconfiguration of people’s life during the COVID-19 pandemicHuman–Computer Interaction10.1080/07370024.2022.205072539:5-6(338-379)Online publication date: 30-Mar-2022

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