Evaluating a public display installation with game and video to raise awareness of attention deficit hyperactivity disorder

Networked Urban Screens offer new possibilities for public health education and awareness. An information video about Attention Deficit Hyperactivity Disorder (ADHD) was combined with a custom browser-based video game and successfully deployed on an existing research platform, Screens in the Wild (S...

Full description

Bibliographic Details
Main Authors: Craven, Michael P., Simons, Lucy, Gillott, Alinda, North, Steve, Schnädelbach, Holger, Young, Zoe
Other Authors: Kurosu, Masaaki
Format: Book Section
Language:English
Published: Springer International Publishing 2015
Subjects:
Online Access:https://eprints.nottingham.ac.uk/29662/
_version_ 1848793824344670208
author Craven, Michael P.
Simons, Lucy
Gillott, Alinda
North, Steve
Schnädelbach, Holger
Young, Zoe
author2 Kurosu, Masaaki
author_facet Kurosu, Masaaki
Craven, Michael P.
Simons, Lucy
Gillott, Alinda
North, Steve
Schnädelbach, Holger
Young, Zoe
author_sort Craven, Michael P.
building Nottingham Research Data Repository
collection Online Access
description Networked Urban Screens offer new possibilities for public health education and awareness. An information video about Attention Deficit Hyperactivity Disorder (ADHD) was combined with a custom browser-based video game and successfully deployed on an existing research platform, Screens in the Wild (SitW). The SitW platform consists of 46-in. touchscreen or interactive displays, a camera, a microphone and a speaker, deployed at four urban locations in England. Details of the platform and software implementation of the multimedia content are presented. The game was based on a psychometric continuous performance test. In the gamified version of the test, players receive a score for correctly selected target stimuli, points being awarded in proportion to reaction time and penalties for missed or incorrect selections. High scores are shared between locations. Questions were embedded to probe self-awareness about ‘attention span’ in relation to playing the game, awareness of ADHD and Adult ADHD and increase in knowledge from the video. Results are presented on the level of public engagement with the game and video, deduced from play statistics, answers to the questions and scores obtained across the screen locations. Awareness of Adult ADHD specifically was similar to ADHD in general and knowledge increased overall for 93 % of video viewers. Furthermore, ratings of knowledge of Adult ADHD correlated positively with ADHD in general and positively with knowledge gain. Average scores varied amongst the sites but there was no significant correlation of question ratings with score. The challenge of interpreting user results from unsupervised platforms is discussed.
first_indexed 2025-11-14T19:06:26Z
format Book Section
id nottingham-29662
institution University of Nottingham Malaysia Campus
institution_category Local University
language English
last_indexed 2025-11-14T19:06:26Z
publishDate 2015
publisher Springer International Publishing
recordtype eprints
repository_type Digital Repository
spelling nottingham-296622020-05-08T12:45:13Z https://eprints.nottingham.ac.uk/29662/ Evaluating a public display installation with game and video to raise awareness of attention deficit hyperactivity disorder Craven, Michael P. Simons, Lucy Gillott, Alinda North, Steve Schnädelbach, Holger Young, Zoe Networked Urban Screens offer new possibilities for public health education and awareness. An information video about Attention Deficit Hyperactivity Disorder (ADHD) was combined with a custom browser-based video game and successfully deployed on an existing research platform, Screens in the Wild (SitW). The SitW platform consists of 46-in. touchscreen or interactive displays, a camera, a microphone and a speaker, deployed at four urban locations in England. Details of the platform and software implementation of the multimedia content are presented. The game was based on a psychometric continuous performance test. In the gamified version of the test, players receive a score for correctly selected target stimuli, points being awarded in proportion to reaction time and penalties for missed or incorrect selections. High scores are shared between locations. Questions were embedded to probe self-awareness about ‘attention span’ in relation to playing the game, awareness of ADHD and Adult ADHD and increase in knowledge from the video. Results are presented on the level of public engagement with the game and video, deduced from play statistics, answers to the questions and scores obtained across the screen locations. Awareness of Adult ADHD specifically was similar to ADHD in general and knowledge increased overall for 93 % of video viewers. Furthermore, ratings of knowledge of Adult ADHD correlated positively with ADHD in general and positively with knowledge gain. Average scores varied amongst the sites but there was no significant correlation of question ratings with score. The challenge of interpreting user results from unsupervised platforms is discussed. Springer International Publishing Kurosu, Masaaki 2015-07-21 Book Section PeerReviewed application/pdf en https://eprints.nottingham.ac.uk/29662/1/Evaluating%20a%20public%20display%20installation%20with%20game%20and%20video%20to%20raise%20awareness%20of%20Attention%20Deficit%20Hyperactivity%20Disorder%20Craven_M_P_ID_2830_eprints.pdf Craven, Michael P., Simons, Lucy, Gillott, Alinda, North, Steve, Schnädelbach, Holger and Young, Zoe (2015) Evaluating a public display installation with game and video to raise awareness of attention deficit hyperactivity disorder. In: Human-computer interaction: interaction technologies: 17th International Conference, HCI International 2015, Los Angeles, CA, USA, August 2-7, 2015, proceedings. Lecture Notes in Computer Science, II (9170). Springer International Publishing, Heidelberg, pp. 584-595. ISBN 9783319209159 ADHD ADD AD/HD displays gaming gamification attention impulsivity http://link.springer.com/chapter/10.1007%2F978-3-319-20916-6_54 doi:10.1007/978-3-319-20916-6_54 doi:10.1007/978-3-319-20916-6_54
spellingShingle ADHD
ADD
AD/HD
displays
gaming
gamification
attention
impulsivity
Craven, Michael P.
Simons, Lucy
Gillott, Alinda
North, Steve
Schnädelbach, Holger
Young, Zoe
Evaluating a public display installation with game and video to raise awareness of attention deficit hyperactivity disorder
title Evaluating a public display installation with game and video to raise awareness of attention deficit hyperactivity disorder
title_full Evaluating a public display installation with game and video to raise awareness of attention deficit hyperactivity disorder
title_fullStr Evaluating a public display installation with game and video to raise awareness of attention deficit hyperactivity disorder
title_full_unstemmed Evaluating a public display installation with game and video to raise awareness of attention deficit hyperactivity disorder
title_short Evaluating a public display installation with game and video to raise awareness of attention deficit hyperactivity disorder
title_sort evaluating a public display installation with game and video to raise awareness of attention deficit hyperactivity disorder
topic ADHD
ADD
AD/HD
displays
gaming
gamification
attention
impulsivity
url https://eprints.nottingham.ac.uk/29662/
https://eprints.nottingham.ac.uk/29662/
https://eprints.nottingham.ac.uk/29662/