Designing a Mobile Game That Develops Emotional Resiliency in Indian Country

Morgan Vigil-Hayes, Ann Futterman Collier, Giovanni Castillo, Davona Blackhorse, Nikole Awbery, John-Paul Abrahim, Morgan Vigil-Hayes, Ann Futterman Collier, Giovanni Castillo, Davona Blackhorse, Nikole Awbery, John-Paul Abrahim

Abstract

Communities in Indian Country experience severe behavioral health inequities [11, 12]. Based on recent research investigating scalable behavioral health interventions and therapeutic best practices for Native American (NA) communities, we propose ARORA, a social and emotional learning intervention delivered over a networked mobile game that uses geosocial gaming mechanisms enhanced with augmented reality technology. Focusing on the Navajo community, we take a community-based participatory research approach to include NA psychologists, community health workers, and educators as co-designers of the intervention activities and gaming mechanisms. Critical questions involve operation of the application across low-infrastructure landscapes as well scalability of design practices to be inclusive of the many diverse NA cultural communities in Indian Country.

Keywords: Indigenous; behavioral health; cultural design; gamification; mHealth; rural computing.

Figures

Figure 1:
Figure 1:
Map of fixed broadband availability in Four Corners area. Blue represents areas without any access to broadband Internet that meets 25 Mbps download and 3 Mbps upload speeds. Lined areas represent tribal lands.
Figure 2:
Figure 2:
ARORA backend architetcure uses edge-based networking to enable gameplay in low-infrastructure environments.

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Source: PubMed

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