TY - GEN
T1 - Plant-based games for anxiety reduction
AU - Park, Taiwoo
AU - Hu, Tianyu
AU - Huh, Jina
PY - 2016/10/16
Y1 - 2016/10/16
N2 - More and more researchers are finding anxiety and stress as critical health problems influencing quality of life and various illnesses. Studies suggest gardening activities help with anxiety. Our goal is to create engaging ways for people to interact with plants and eventually reduce anxiety and stress. We made three short games employing a person's touch interaction with a plant as the input interface. Each of the three games implements a unique interaction: tapping, patting, and gentle pinching. We then tested the games with ten players, among whom five of them (the plant group) played the games with the plant as the input interface. The other five (the non-plant group) played the games with a pressure sensor board. The plant group showed decreased anxiety with a borderline statistical significance (p=0.054) with Cohen's d of 0.20(i.e., 'small' effect), while the non-plant group showed a non-significant decrease in anxiety after the gameplay (p=0.65). We further examined which in-game elements contributed to calming the participants as well as the design elements that need to be improved for plant-based games.
AB - More and more researchers are finding anxiety and stress as critical health problems influencing quality of life and various illnesses. Studies suggest gardening activities help with anxiety. Our goal is to create engaging ways for people to interact with plants and eventually reduce anxiety and stress. We made three short games employing a person's touch interaction with a plant as the input interface. Each of the three games implements a unique interaction: tapping, patting, and gentle pinching. We then tested the games with ten players, among whom five of them (the plant group) played the games with the plant as the input interface. The other five (the non-plant group) played the games with a pressure sensor board. The plant group showed decreased anxiety with a borderline statistical significance (p=0.054) with Cohen's d of 0.20(i.e., 'small' effect), while the non-plant group showed a non-significant decrease in anxiety after the gameplay (p=0.65). We further examined which in-game elements contributed to calming the participants as well as the design elements that need to be improved for plant-based games.
KW - Anxiety reduction
KW - Experimental game
KW - Human-plant interaction
KW - User interface design
UR - http://www.scopus.com/inward/record.url?scp=84995469133&partnerID=8YFLogxK
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U2 - 10.1145/2967934.2968094
DO - 10.1145/2967934.2968094
M3 - Conference contribution
AN - SCOPUS:84995469133
T3 - CHI PLAY 2016 - Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play
SP - 199
EP - 204
BT - CHI PLAY 2016 - Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play
T2 - 3rd ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2016
Y2 - 16 October 2016 through 19 October 2016
ER -