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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>IICST</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>TOWARDS MUSICAL GAME THERAPY: A SURVEY ON MUSIC THERAPY AND GAMES FOR HEALTH PROMOTION</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Nowshin Faiza Alam</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pujana Paliyawan</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ruck Thawonmas</string-name>
          <email>ruck@is.ritsumei.ac.jp</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>College of Information Science and Engineering Ritsumeikan University</institution>
          ,
          <country country="JP">Japan</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <volume>5</volume>
      <fpage>7</fpage>
      <lpage>11</lpage>
      <abstract>
        <p>This paper provides a survey of existing systems and discusses the purposes that music therapy and video games serve. The effects of musical games and singing on psychological and physical well-being, learning and cognitive training are discussed. According to previous research, singing, as a part of music therapy, has proved to impact stress hormones positively, and also commonly contributed to medical rehabilitation. This paper, therefore, aims to shed light on the prospects of previous studies inspiring future development of voice-input based games for music therapy and stress reduction.</p>
      </abstract>
      <kwd-group>
        <kwd>Serious Games</kwd>
        <kwd>Music Therapy</kwd>
        <kwd>Mental Health</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>
        Mental diseases have been repeatedly claimed to be one of the most impacting social problems for decades which is
undoubtedly paralyzing our society in many ways. It is estimated to have been affecting more than 300 million people
worldwide
        <xref ref-type="bibr" rid="ref21">(Renevey, 2014)</xref>
        . The percentage of children and adolescents in the U.S. affected by anxiety disorders is
31.9%, followed by children diagnosed with behavior disorders at 19.1% and mood disorders which is 14.3%
        <xref ref-type="bibr" rid="ref19">(Merikangas et al., 2010)</xref>
        . Researchers are trying to find effective means of health and mental well-being. Within a
wide variety of measures that are taken for mental well-being, video games play a fairly important role.
      </p>
      <p>
        Computer games have always been popular for all ages of people around the world for years. Around 2 to 3 billion
people around the world are assumed to be engaged in gaming as a recreation
        <xref ref-type="bibr" rid="ref19 ref22">(Merikangas et al., 2010; Russoniello
et al., 2013)</xref>
        . Limelight Networks reported that gamers around the world spent an average of 6 hours playing games
every week (2018). Games have proven to not only be a source of enjoyment but also been applied for serious purposes
such as – health promotion, education, simulation, etc. Additionally, many of the researches and number of assessed
scientific publications have also increased in number to evaluate the originality and actual impacts as the clinical
application of health games can be diversified
        <xref ref-type="bibr" rid="ref15">(Kharrazi et al., 2012)</xref>
        .
      </p>
      <p>
        As a matter of fact, there are six major types of applied games for mental health which can be categorized as
exergames, virtual reality, cognitive behavior therapy-based games, entertainment games, biofeedback, and cognitive
training games
        <xref ref-type="bibr" rid="ref9">(Fleming et al., 2017)</xref>
        . Serious games are designed specifically with a certain purpose in mind, such
as rehabilitation/remediation, in an entertaining setting. B´egel et al. (2018) cited in their study about games that have
notably achieved encouraging results in cognitive function training over the past 10 years
        <xref ref-type="bibr" rid="ref1 ref18 ref20">(Anguera et al., 2013;
Lumsden et al., 2016; Owen et al., 2010)</xref>
        .
      </p>
      <p>
        Within the widespread applications of video games serving various purposes, we see
        <xref ref-type="bibr" rid="ref9">Fleming et al. (2017)</xref>
        mentioning three processes of internet interventions impacting mental health. First is broadening the reach of online
programs, followed by improving engagement through both game-based and “serious” motivational dynamics and,
third is by utilizing various techniques including therapeutic processes and gaming features that can impact the overall
cause. They researched PsycINFO and Medline and conducted a systematic review of 18 papers based on serious
games for mental health (treatment or prevention), published in the peer-reviewed literature from 2010 to 2016
        <xref ref-type="bibr" rid="ref9">(Fleming et al., 2017)</xref>
        . The review helped them conclude that the utilization of serious games for depression is
promising, though further research is needed.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. MOTIVATION 2.1 Impacts of Singing on Human Psychology</title>
      <p>
        Singing is considered to therapeutically impact the psychology of individuals. According to Fassbender et al., (2006)
in existing studies it is shown that musical training has positive effects on spatial-temporal reasoning (e.g. maths,
chess) and can also be used as a therapy to reduce stress or to aid children with Attention Deficit Hyperactivity
Disorder (ADHD). Similarly,
        <xref ref-type="bibr" rid="ref6">Fancourt et al. (2016)</xref>
        have mentioned a growing number of organizations delivering
singing programs for cancer patients and careers. An example is a work by Tenovus Cancer Care in Wales. Their
choirs involved over 1,000 people affected by cancer singing every week. Research around these choirs has identified
that long-term involvement has resulted in reduced levels of anxiety and improved quality of life among the affected
people
        <xref ref-type="bibr" rid="ref10">(Gale et al., 2012)</xref>
        . Results demonstrated that singing was associated with a decrease in cortisol,
betaendorphin, and oxytocin which are indicators of stress reduction and general activation of the cytokine network that
helps regulate immunity
        <xref ref-type="bibr" rid="ref6">(Fancourt et al., 2016)</xref>
        . The results show lower rates of pro-inflammatory response due to
singing which can be one of the reasons for the improvement in mood. It was also noted by
        <xref ref-type="bibr" rid="ref6">Fancourt et al. (2016)</xref>
        that
the subjects with notably higher levels of stress and depression during the singing sessions and lower mental
wellbeing states went through greater short-term improvements in their moods due to low pro-inflammatory responses.
      </p>
      <p>
        Furthermore,
        <xref ref-type="bibr" rid="ref3">Cevasco et al. (2005)</xref>
        had investigated female patients of substance abuse going through
rehabilitation. The effects of music therapy interventions that included - singing, song composition, lyric analysis,
competitive games, and discussion sessions, were measured on levels of depression, stress, anxiety, and anger of the
female patients. Data collected immediately before and after every session indicated a decrease in the levels of
depression, stress, anxiety immediately following the music therapy sessions. Almost every individual showed
positive results and, certain patients reportedly showed a higher amount of decrease in their mental states than the
others during rehabilitation and the music therapy sessions.
2.2
      </p>
    </sec>
    <sec id="sec-3">
      <title>Singing as Input Modal for Games</title>
      <p>Diving further into the recent innovations of game design and dynamics, we consider alternative input modalities for
games that have been evidenced to provide a more immersive user experience. Voice-input is a fairly new approach
in the world of game design. With that and the importance of singing as we discussed before in mind, we review
various applications of musical games and investigate the potential role of singing or voice as an interaction tool in
video games aimed towards modulating stress through this paper. However, not many studies experiment with games
using non-verbal voice input in real-time through games and assess its impacts on health promotion.</p>
    </sec>
    <sec id="sec-4">
      <title>3. METHODOLOGY</title>
      <p>As we mentioned earlier, we aim to investigate the potentials of singing and music therapy applied through serious
games and its various impacts on different aspects and purposes by surveying games that utilize music. To achieve
such, the most relevant studies were identified from journals and databases such as - ACM Digital Library, IEEE
Xplore Digital Library, Sage Publications, Journal of Music Therapy, etc. The search terms and keywords included –
“serious games”, “music therapy”, “musical games”, “rhythm games for health”, “singing for health”, “psychology”,
“music games for health”, “game-based learning”, “musical games for mental health”, and “mental health”.</p>
    </sec>
    <sec id="sec-5">
      <title>4. LITERATURE REVIEW: APPLICATIONS OF SERIOUS GAMES AND MUSIC THERAPY</title>
      <p>A few musical therapy-based systems are discussed below that are used as a learning aid and a trainer of sensorimotor
skills for people with special needs as well as a tool for education and learning second languages respectively. The
results demonstrated by these systems had also been satisfactorily positive towards the purposes they meant to fulfill.
Nonetheless, sufficient research regarding a system that utilizes singing and music therapy with serious games in
human psychology had not yet been carried out and thus, this paper attempts to hint towards the prospects of such a
system.
4.1</p>
    </sec>
    <sec id="sec-6">
      <title>Musical Game for Learning Disability</title>
      <p>
        There exist a few studies that implement music in games that are utilized for those with learning disabilities. According
to
        <xref ref-type="bibr" rid="ref8">Flaugnacco et al., (2015</xref>
        ), it was seen that children who suffer from language impairment, sensorimotor
synchronization difficulties, and temporal processing, had improved phonological and reading skills after musical
training. Another such system known as GenVirtual, proposed by
        <xref ref-type="bibr" rid="ref4">Correa et al. (2007)</xref>
        is an augmented reality musical
game aimed to help people with learning disabilities. This game allows music composition to meet certain music
therapy goals while interacting with virtual objects associated with musical notes.
      </p>
      <p>The player interacts with overlapping their hands or feet on the virtual object that is shown which hits a marker
and a specific musical note is played associated with that marker. Each sequence is completed with all the notes
combined and new sequences show up as the player progresses with new levels of difficulty. A music therapist
evaluated the system and pointed out the potential of this game by providing motor and cognitive training, and enhance
creativity, concentration, memorization, visual and auditory perception.
4.2</p>
    </sec>
    <sec id="sec-7">
      <title>Musical Game for Rhythmic and Sensorimotor Training</title>
      <p>
        <xref ref-type="bibr" rid="ref12">Hidalgo et al. (2017)</xref>
        experimented whether musical rhythmic training with rhythmic audio-motor games can improve
temporal skills, verbal interactions and speech production in the children with cochlear implants (CIs) and hearing
aids (HAs). The results showed that indeed according to the hypothesis, the temporal regularity of speech production
performance was better after the musical training. The study hints that it may have not only developed predictive skills
in children with hearing disorders but also has improved auditory processing in general which endorsed the idea that
musical and rhythmic training helps improve sensory-motor skills and interaction in children.
      </p>
      <p>
        <xref ref-type="bibr" rid="ref13">Horn Fonteles et al. (2018</xref>
        ) introduce us to a musical game system where the player interacts with the input taken
from players’ hands and fingers. MIDI files and Leap Motion Controller are used as the tools for this game and each
note of a song has specified hand gestures that need to be performed to learn musical structures and rhythmic patterns.
The results reflected that the participants were motivated to actively practice hand therapy and complete the tasks
which were entertaining for them as well.
      </p>
      <p>
        Additionally, yet another serious game was proposed by
        <xref ref-type="bibr" rid="ref2">Bégel et al. (2018)</xref>
        called Rhythm Workers that was aimed
to train perceptual and sensorimotor rhythmic skills in people with neurological or neurodevelopmental disorders who
lose their perception of rhythm. These disorders can cause a deficiency in the working memory, concentration, or
language and learning skills, which is why the study conducted two experiments to train in these cognitive skills.
      </p>
      <p>
        The main goal of this game is to construct buildings associated with music or rhythmic stimulus and a level of the
game. The aesthetic quality of the constructions would depend on the players' performance. The first experiment uses
rhythmic patterns and musical stimuli. In the perception version, the training is performed via a test similar to a
psychophysical test called the Beat Alignment Test (BAT)
        <xref ref-type="bibr" rid="ref14">(Iversen and Patel, 2008)</xref>
        . In this test, the player was asked
to detect whether a sequence of sounds is properly aligned to the beat of the stimulus or not. The tapping version lets
the player tap to the beats of the stimulus.
      </p>
      <p>The second experiment is a pilot study to validate the usability and motivation of this system as a serious game
and testing the training protocols in healthy young players. The findings of the proof-of-concept pilot study suggest
that players were motivated enough to complete the game and achieve aimed scores for the two weeks of the test
protocol. The perception version of the system did show a remarkable positive effect on the rhythmic skills training
and in BAT’s performance of the players, whereas, the tapping version did not cause any changes. However, this
system needs future assessment to be done as to how effectively it can improve movement and sensorimotor activities
in the neurologically challenged patients.
4.3</p>
    </sec>
    <sec id="sec-8">
      <title>Musical Games for Learning</title>
      <p>
        Musical video games are used as a learning tool as we look back at how music positively affects intelligence and
memory.
        <xref ref-type="bibr" rid="ref7">Fassbender et al. (2006)</xref>
        mention Georgi
        <xref ref-type="bibr" rid="ref17">Lozanov (1978)</xref>
        , a Bulgarian psychologist who found the concept
of 'suggestopedia' implemented different aspects of positive suggestions in learning. He conducted a psychological
experiment to investigate the extent of memory under suggestions with 416 students who were given 600-900 words
to memorize. As far as the method is concerned, Lozanov used relaxing musical pieces to bring the students into a
learning-friendly state of mind. The average remembrance rate achieved was 93.16% as he insists, "well-organized
suggestopedia accelerates learning 5 times on an average"
        <xref ref-type="bibr" rid="ref17">(Lozanov, 1978)</xref>
        .
      </p>
      <p>
        Similarly, an experiment by Dehaan et al. (2010) using interactive media or a musical video game as a tool
investigated the possibilities of learning a second language faster. Eighty Japanese students were grouped in pairs of
two and were based on their English and game proficiencies. One in the group was asked to play the game Parappa
the Rapper 2, while the other person would be watching the gameplay. After the gameplay, the groups were then
assigned to take a vocabulary recall test, a cognitive load measure, an experience questionnaire, and a two-week
delayed vocabulary recall test and the results were later assessed by the t-test. It is found that both members in the
group had a satisfactory score in learning, however, the watcher learned relatively faster than the players
        <xref ref-type="bibr" rid="ref5">(Dehaan et
al., 2010)</xref>
        .
      </p>
      <p>A summary and comparison of all the existing work we have discussed so far are shown below in Table 1.</p>
    </sec>
    <sec id="sec-9">
      <title>Description</title>
      <p>The movement of the player is controlled by using
voice and pitch matching. Correct singing lets the
hedgehog move forward along with the vertical twists.
AR musical game aimed to help people with learning
disabilities. The player is required to follow a series of
notes and colored virtual objects to complete a
musical sequence.</p>
      <p>The game system lets the player complete lines of the
rap by pressing controller buttons while keeping up
with the rhythm and time.</p>
      <p>Aimed to train people with neurological or
neurodevelopmental disorders. The game is played by
following music or rhythmic stimulus and
constructing buildings associated with the gameplay
and performance.</p>
      <p>A game where singing is used to build path and
complete certain tasks as the player goes forward in
the game to interact with the game world
A musical game where hand gestures are associated
with musical notes</p>
    </sec>
    <sec id="sec-10">
      <title>5. CONCLUSIONS AND FUTURE WORK</title>
      <p>
        In summary, singing has proven to therapeutically impact both physiology and psychology in a positive way and music
as a therapy has already been fused with serious games to achieve desired results regarding its effects on health. Music
acts as an integral part of a game and can play a huge role in the moods of the players.
        <xref ref-type="bibr" rid="ref25">Zhang and Fu (2015)</xref>
        quote
        <xref ref-type="bibr" rid="ref24">Zehnder and Lipscomb (2006)</xref>
        , who insisted that music can serve to “enhance a sense of immersion, cue narrative or
plot changes, act as an emotional signifier, enhance the sense of aesthetic continuity, and cultivate the thematic unity
of the video game”
        <xref ref-type="bibr" rid="ref25">(Zhang and Fu, 2015)</xref>
        . Undoubtedly, musical games and their implementations are a growing field
of research that has a lot of potentials to be looked into further. There exist controversies as well regarding the effects
of music and games on people’s psychologies. In this paper, we try to hint at the potentials of musical games in
different aspects of health and learning. We learn about various systems that focus on different aspects of health,
cognitive training and learning through music therapy. However, we were unsuccessful to identify a system that can
be used to address areas such as - psychological well-being and mental disorders. In the future, keeping the objectives
of this survey paper in mind, we aim to conduct further research as to whether designing systems using singing
modules which also fulfills all the aspects from the table above can promote mental well-being. We hope that further
research regarding singing as a game input modality in serious games and player experiences will be inspired that will
certainly benefit people and open doors towards new possibilities.
      </p>
    </sec>
  </body>
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