CogGame: Gamified Cognitive Assessments in Young Adults with Suicidal Thoughts
Shin, C. C. Y.; LaMonica, H. M.; Mowszowski, L.; Cheng, V. W. S.; Kampel, L.; Han, J.
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IntroductionThe susceptibility to suicidal behaviour has been linked to cognitive functioning deficits. Gamified assessments have emerged as a practical and engaging approach to assess these deficits, though their acceptability amongst young adults with suicidal thoughts is currently understudied. MethodsThirteen young Australian adults aged 18 to 25 years who experienced suicidal thoughts in the past year were recruited to evaluate the smartphone based CogGame app. Inductive thematic analysis was utilised to identify the themes obtained from the interviews. The relationships between cognitive functioning deficits and the severity of suicidal thoughts were explored by correlational analyses. ResultsAll participants found the GogGame app easy to learn to use and navigate. Positive experiences and high user satisfaction were reported with the use of CogGame app. Major areas for improvement include having clearer instructions and app information, adjusting the difficulty of the exercises, and addressing a few technical issues such as decreasing loading time. Higher levels of suicidal thoughts were found to be significantly associated with poorer visual learning performance on the CogGame app (p = .01). ConclusionPositive participant experiences with CogGame revealed the promising potential of gamified assessments to measure cognitive functioning in young adults with suicidal thoughts.
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