Lee Matthew D, Kang Xiao, Hanrahan Nancy
School of Nursing, University of Pennsylvania, United States.
Stud Health Technol Inform. 2014;199:173-7.
In developing applications for stress management and mental health, developers have largely ignored cultural context in design, opting instead to produce apps for a general audience. However, apps designed without a specific population in mind actually have limited reach. Generally stress trackers and socalled "therapists in your pocket", tend to be lost among a jungle of other generic apps that appeal only to the quantified self population and those already predisposed to help-seeking behavior. To reach a broader audience, designing for a specific population may have appeal. The AppHappy Project's Journey to the West is a mobile app being developed by a multidisciplinary group of students at the University of Pennsylvania. The objective is to promote better stress management and mental health among Asian international college students and facilitate their social integration with the general student population. With a prevalence of depression twice that of domestic college students, a reluctance to engage in help-seeking behavior due to stigma, and the challenge of cultural integration, creating interventions for this population requires a different approach to app-mediated therapy. Journey to the West packages bite-sized pieces of Cognitive Behavioral Therapy techniques within the framework of a role-playing game. Every element of its design-from its characters to its art style, from its narrative to its mechanics to its approach to community features-is rooted in a culturally appropriate context. An avatar serves as a surrogate of self while experiencing externalized stressors. Each quest blends therapeutic elements into gameplay with the goal of building resilience towards stressful events.
在开发压力管理和心理健康应用程序时,开发者在设计过程中很大程度上忽略了文化背景,而是选择为普通大众开发应用程序。然而,在设计时没有特定人群目标的应用程序实际上受众有限。一般来说,压力追踪器以及所谓的“口袋里的治疗师”,往往会淹没在其他普通应用程序的丛林中,这些应用程序只吸引那些关注自我量化的人群以及那些已经倾向于寻求帮助行为的人。为了覆盖更广泛的受众,针对特定人群进行设计可能具有吸引力。宾夕法尼亚大学的一个多学科学生团队正在开发的《西游记》应用程序就是这样一款移动应用。其目标是促进亚洲国际大学生更好地管理压力和保持心理健康,并促进他们与普通学生群体的社会融合。亚洲国际大学生的抑郁症患病率是国内大学生的两倍,由于耻辱感而不愿寻求帮助,以及文化融合的挑战,为这一人群创建干预措施需要一种不同的应用程序介导治疗方法。《西游记》在角色扮演游戏的框架内整合了认知行为疗法技术的简短片段。其设计的每个元素——从角色到艺术风格,从叙事到机制再到社区功能的处理方式——都植根于文化适宜的背景中。在体验外部压力源时,一个化身充当自我的替代者。每个任务都将治疗元素融入游戏玩法中,目标是增强应对压力事件时的恢复力。