TY - GEN
T1 - Designing a Narrative-Based Video Game for Adolescents Coping with a Parent’s Cancer
AU - Hamilton, Sophia
AU - Hao, Xubing
AU - Andrews, Sharon
AU - Roldan, Eveyln
AU - Martinez, Carlos
AU - Hamilton, Jane
AU - Amith, Muhammad Tuan
AU - Cui, Licong
N1 - Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.
PY - 2025
Y1 - 2025
N2 - We developed the narrative video game Sophia that immerses users in the story of a 13-year-old girl during her father’s 18-month battle with glioblastoma and her journey toward resilience during her high school years following his passing. The game is designed to engage adolescents coping with parental cancer in multiple gameplay modes and levels, the character, and the outcome of the story as a way to build connections and explore the themes of illness, dying, bereavement, and resilience. The scenes at each level correspond to the stages of glioblastoma illness as well as the teenage milestones she passes through without her father (e.g. seeing her friends’ fathers at school events, trying out for sports teams, learning to drive, and applying for college). Our next step is to utilize a stakeholder advisory board to review content and make suggestions for adaptations. Finally, we will evaluate the usability, feasibility, acceptability, perception, and impact of the game on adolescent participants experiencing parental cancer and/or the loss of a parent from cancer.
AB - We developed the narrative video game Sophia that immerses users in the story of a 13-year-old girl during her father’s 18-month battle with glioblastoma and her journey toward resilience during her high school years following his passing. The game is designed to engage adolescents coping with parental cancer in multiple gameplay modes and levels, the character, and the outcome of the story as a way to build connections and explore the themes of illness, dying, bereavement, and resilience. The scenes at each level correspond to the stages of glioblastoma illness as well as the teenage milestones she passes through without her father (e.g. seeing her friends’ fathers at school events, trying out for sports teams, learning to drive, and applying for college). Our next step is to utilize a stakeholder advisory board to review content and make suggestions for adaptations. Finally, we will evaluate the usability, feasibility, acceptability, perception, and impact of the game on adolescent participants experiencing parental cancer and/or the loss of a parent from cancer.
KW - bibliotherapy
KW - cancer survivorship
KW - health communication
KW - narrative
KW - serious game
UR - https://www.scopus.com/pages/publications/105009024506
UR - https://www.scopus.com/pages/publications/105009024506#tab=citedBy
U2 - 10.1007/978-3-031-94162-7_8
DO - 10.1007/978-3-031-94162-7_8
M3 - Conference contribution
C2 - 40612888
AN - SCOPUS:105009024506
SN - 9783031941610
T3 - Communications in Computer and Information Science
SP - 72
EP - 78
BT - HCI International 2025 Posters - 27th International Conference on Human-Computer Interaction, HCII 2025, Proceedings
A2 - Stephanidis, Constantine
A2 - Antona, Margherita
A2 - Ntoa, Stavroula
A2 - Salvendy, Gavriel
PB - Springer Science and Business Media Deutschland GmbH
T2 - 27th International Conference on Human-Computer Interaction, HCII 2025
Y2 - 22 June 2025 through 27 June 2025
ER -