Uplifting Moods: Augmented Reality-Based Gamified Mood Intervention App with Attention Bias Modification
Attention Bias Modification (ABM) is a cost-effective mood intervention that has the potential to be used in daily settings beyond clinical environments. However, its interactivity and user engagement are known to be limited and underexplored. Here, we propose Uplifting Moods, a novel mood intervent...
Saved in:
| Main Authors: | , , |
|---|---|
| Format: | Article |
| Language: | English |
| Published: |
MDPI AG
2025-04-01
|
| Series: | Software |
| Subjects: | |
| Online Access: | https://www.mdpi.com/2674-113X/4/2/8 |
| Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
| _version_ | 1850165032844787712 |
|---|---|
| author | Yun Jung Yeh Sarah S. Jo Youngjun Cho |
| author_facet | Yun Jung Yeh Sarah S. Jo Youngjun Cho |
| author_sort | Yun Jung Yeh |
| collection | DOAJ |
| description | Attention Bias Modification (ABM) is a cost-effective mood intervention that has the potential to be used in daily settings beyond clinical environments. However, its interactivity and user engagement are known to be limited and underexplored. Here, we propose Uplifting Moods, a novel mood intervention app that combines gamified ABM and augmented reality (AR) to address the limitation associated with the repetitive nature of ABM. By harnessing the benefits of mobile AR’s low-cost, portable, and accessible characteristics, this approach is to help users easily take part in ABM, positively shifting one’s emotions. We conducted a mixed methods study with 24 participants, which involves a controlled experiment with Self-Assessment Manikin as its primary measure and a semi-structured interview. Our analysis reports that the approach uniquely adds fun, exploring, and challenging features, helping improve engagement and feeling more cheerful and less under control. It also highlights the importance of personalization and consideration of gaming style, music preference, and socialization in designing a daily AR ABM game as an effective mental wellbeing intervention. |
| format | Article |
| id | doaj-art-3979af0e62b4449d9947e4d7d5b91fa8 |
| institution | OA Journals |
| issn | 2674-113X |
| language | English |
| publishDate | 2025-04-01 |
| publisher | MDPI AG |
| record_format | Article |
| series | Software |
| spelling | doaj-art-3979af0e62b4449d9947e4d7d5b91fa82025-08-20T02:21:50ZengMDPI AGSoftware2674-113X2025-04-0142810.3390/software4020008Uplifting Moods: Augmented Reality-Based Gamified Mood Intervention App with Attention Bias ModificationYun Jung Yeh0Sarah S. Jo1Youngjun Cho2Department of Computer Science, University College London, London, UKRRT<i>AI</i>, Dublin, IrelandDepartment of Computer Science, University College London, London, UKAttention Bias Modification (ABM) is a cost-effective mood intervention that has the potential to be used in daily settings beyond clinical environments. However, its interactivity and user engagement are known to be limited and underexplored. Here, we propose Uplifting Moods, a novel mood intervention app that combines gamified ABM and augmented reality (AR) to address the limitation associated with the repetitive nature of ABM. By harnessing the benefits of mobile AR’s low-cost, portable, and accessible characteristics, this approach is to help users easily take part in ABM, positively shifting one’s emotions. We conducted a mixed methods study with 24 participants, which involves a controlled experiment with Self-Assessment Manikin as its primary measure and a semi-structured interview. Our analysis reports that the approach uniquely adds fun, exploring, and challenging features, helping improve engagement and feeling more cheerful and less under control. It also highlights the importance of personalization and consideration of gaming style, music preference, and socialization in designing a daily AR ABM game as an effective mental wellbeing intervention.https://www.mdpi.com/2674-113X/4/2/8augmented reality-based mood interventiongamification for mental wellbeingattention bias modificationUplifting Moods |
| spellingShingle | Yun Jung Yeh Sarah S. Jo Youngjun Cho Uplifting Moods: Augmented Reality-Based Gamified Mood Intervention App with Attention Bias Modification Software augmented reality-based mood intervention gamification for mental wellbeing attention bias modification Uplifting Moods |
| title | Uplifting Moods: Augmented Reality-Based Gamified Mood Intervention App with Attention Bias Modification |
| title_full | Uplifting Moods: Augmented Reality-Based Gamified Mood Intervention App with Attention Bias Modification |
| title_fullStr | Uplifting Moods: Augmented Reality-Based Gamified Mood Intervention App with Attention Bias Modification |
| title_full_unstemmed | Uplifting Moods: Augmented Reality-Based Gamified Mood Intervention App with Attention Bias Modification |
| title_short | Uplifting Moods: Augmented Reality-Based Gamified Mood Intervention App with Attention Bias Modification |
| title_sort | uplifting moods augmented reality based gamified mood intervention app with attention bias modification |
| topic | augmented reality-based mood intervention gamification for mental wellbeing attention bias modification Uplifting Moods |
| url | https://www.mdpi.com/2674-113X/4/2/8 |
| work_keys_str_mv | AT yunjungyeh upliftingmoodsaugmentedrealitybasedgamifiedmoodinterventionappwithattentionbiasmodification AT sarahsjo upliftingmoodsaugmentedrealitybasedgamifiedmoodinterventionappwithattentionbiasmodification AT youngjuncho upliftingmoodsaugmentedrealitybasedgamifiedmoodinterventionappwithattentionbiasmodification |