Angstogram


Nick de Kesel, Bas van Grinsven, Jose Abbad, Arnold de Roij, Frank van den Berg

Lieke is an 8 year old child. She is afraid of the slide in the playground behind the school. Lieke is also afraid of the diving board at the local pool.
Lieke is like many children afraid of heights, but she doesn?t know that, because she associates the pool and the playground with those fears. We tend to change that with our game. We want to give those children insight in identifying that some fears are real and some are not.

BestPractices

The games ?Daydream? and ?Mindlight? help victims to better cope with their fears. This is however a new field of science and some of these methods are still being researched. The idea behind most of these games is to calm down the victim so he or she can better handle panic or anxiety attacks.
None of the games focus on providing insight on his or her fears. This is why we have focused on a concept that gives the player control and an insight of his or her fears.

Providing insight in underlying fears.

ScreenShot

Lieke is afraid of the slide in the playground behind the school.

Lieke is also afraid of the high diving board at the pool.

But actually … actually Lieke just has vertigo.

Her fears for the playground and pool are not ?real?.

An effective method to provide insight is called cognitive restructuring.

In traditional therapies, this method is time consuming and the child usually does not think it’s so fun to do.

Our game takes cognitive restructuring as a base.

By dragging with fears making them larger or smaller and connecting them, the child learns in a fun way that fears often have underlying fears and anxieties. By doing this they discover that some fears are real and some are not.

The player has a book with various stories in it. Each story has several chapters. The stories are about children with their fears and anxieties. The therapist chooses which stories the player needs to read. Once read, the player can start the game. The player needs to drag various objects (each of them representing a single fear) on the field. Once dragged on the field, the player can connect it to other objects by either dragging them on other objects or tapping them. The player repeats this process until he no longer gets any objects to drag.

We expect the player eventually to learn how to identify true fears and anxieties. They discover that some fears are most definitely real and some are not.

So … bring the fears in map, it is worth it.