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Lit to Quit: A Mobile Game for Smoking Reduction Using Breathing Techniques
 

Lit to Quit: A Mobile Game for Smoking Reduction Using Breathing Techniques

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G4LI Games for Learning Day at G4C 2011

G4LI Games for Learning Day at G4C 2011

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    Lit to Quit: A Mobile Game for Smoking Reduction Using Breathing Techniques Lit to Quit: A Mobile Game for Smoking Reduction Using Breathing Techniques Presentation Transcript

    • Lit2Quit: A Mobile Game for Smoking Reduction Using Breathing Techniques 8 th 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
        • Why create a tool for smoking cessation?
        • Why use a mobile platform?
        • 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 Perceived Stimulant (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
      Soothing Gameplay Perceived Sedative (Donovan & Marlatt, 2007)
    • Data Design and Collection
      •  
        • 3 Phases of Testing
        • Physiological measurements including EEG, EKG and skin conductance
        • Participants’ pre- and post-game play surveys
        • Self Assessment Manikin (SAM) scale
        • Interview transcripts
        • Video observation notes for gesture research
        • 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 stardust you 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.
      • Empty spark
      • When the Spark is empty
      • it needs you EXHALE
      (2) Growing Spark When you exhale the Spark grows to the capacity of your exhale. Aim to fill the Spark’s outline with yellow energy at minimum. (3) Resting Spark When your exhale is Finished, the Spark turns grey and shrinks back to empty state, you must inhale during this time. exhale hold exhale exhale end inhale shrinks Relax Mode: Breath Interface Moving the Spark
    • Conclusion
      •  
        • Close to 100 study participants involved in the final phase of game testing.
        • 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.
        • 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 Information
      • Twitter Account : Games4Research
      • Facebook Group Page : Lit2Quit A Mobile Game for Smoking Reduction
      • WordPress Website : http://lit2quit.wordpress.com/
      • Email Address : litthegame@gmail.com
      • Teachers College student researchers : Adriel Brown, Adrienne Garber, Azadeh Jamalian, Sungbong Kim, Pazit Levitan, Jessica Mezei, Dan Rabinowitz
    • References
      • Billett, 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