To support a wide range of research activities that contribute to achieving the SDGs, the Social Engagement Fund (SEF) program was launched in July of 2018. Students and researchers around the world were called to submit research and project proposals that emphasized implementing and evaluating the impact of the SDGs, which can also result in tangible outputs on top of knowledge alone. The entries were screened by a number of expert panels.
Research and Activity Objectives and Content This study aims to examine the effects of using the AI-based puzzle video game “Ori’s Dream,” which integrates elements of Cognitive Behavioral Therapy (CBT) and digital phenotyping technology, on alleviating depression and anxiety symptoms and improving health behaviors (such as sleep and physical activity) among young adults.
Specifically, the study sets two core objectives: ① To induce significant positive changes in health behaviors ② To reduce the level of depression
Research and Activity Plans or Methodology 1) Game-based CBT intervention: Design of therapeutic interactions incorporating voice- and text-based CBT quests and role reversal techniques. 2) Digital phenotyping–based behavioral intervention: Non-invasive collection and integration of health data such as sleep and step count, directly connected to in-game progression. 3) Four-week intervention and three-month follow-up: The study will observe not only changes in depressive and anxiety symptoms but also the persistence of behavioral changes.
The research will proceed in the following order:
Literature review → IRB and protocol approval → Participant recruitment and screening → T1 pre-assessment → 4-week intervention (with automatic log and sensor data collection) → T2 post-assessment and SUS (System Usability Scale) → T3 follow-up assessment → Statistical analysis → Paper publication.
Expected Effects and Follow-up Plans This study represents the first domestic attempt to develop and empirically validate a game-based mental healthcare solution that integrates role-reversal CBT techniques with digital phenotyping technology. In particular, it aims to overcome the structural limitations of existing CBT-based digital therapeutics and to propose a new direction for self-guided psychological intervention, by designing an engaging, immersive format that naturally attracts participation from young adults.