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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Gamifying Darkness - Design and Development of a Serious Game to Treat Nyctophobia</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jim Drey Cubillos</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Federico Peinado</string-name>
        </contrib>
      </contrib-group>
      <fpage>98</fpage>
      <lpage>107</lpage>
      <abstract>
        <p>The impact of certain mental illnesses in our society is becoming more and more noticeable. Among them are the anxiety disorders known as phobias, which, depending on the degree of a ection, can seriously harm people's quality of life. Nyctophobia in particular is the irrational fear of the dark that, although it can appear at a very young age and persist into adult life, is not as widely treated as one might suppose. This work seeks to o er a tool that is easy to access and use to reinforce the treatment of said phobia. For this, a serious game called OSCURO has been developed, which proposes the player to perform simple tasks in a low-light domestic environment. As steps prior to its complementary use in psychological therapy, this video game has been published as a free download for PC, it has been tested by real players and subjected to qualitative analysis by various specialists in the eld. After several iterations detecting errors and improving important aspects of its functionality, usability and aesthetics, some useful conclusions are drawn here for the design and development of similar projects.</p>
      </abstract>
      <kwd-group>
        <kwd>Fear of the Dark</kwd>
        <kwd>Phobia</kwd>
        <kwd>Psychological Therapy</kwd>
        <kwd>First Person Adventure</kwd>
        <kwd>Game Design</kwd>
        <kwd>Game Development</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>Fear of the dark is normal in children 2 to 7 years old, and it is also normal for
it to disappear progressively. However, it may happen that this fear does not
disappear and even intensi es, manifesting in some people an anxiety disorder
known as nyctophobia. Many people su er from this phobia but we do not have
that impression due in part to how di cult it is to recognize our own mental
disorders and also to the social stigma associated to this problem.</p>
      <p>
        Phobias are not easy to address and their treatment should never be taken
lightly. If we are not properly advised by experts and we do not know the
consequences of our actions, when trying to help a patient we could aggravate the
ailment instead of approaching its cure. Many of the negative events that scare a
person may not be directly related to the dark, but may be hidden dangers that
Copyright © 2021 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
usually occur in a nighttime context and whose fear is acquired from what they
have known in movies, video games, stories of terror, crime news, etc. For this
type of disorders, there are treatments based on Cognitive-Behavioral Therapy
(CBT) that work on the structure of thought with which the person perceives
the world and with the behaviors that derive from said perception [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>The objective of this project is for people with nyctophobia to perceive
activities carried out in the dark as more enjoyable and relaxing, through game
dynamics. These dynamics will be migrated to a virtual environment, taking
advantage of the immersive possibilities o ered by current video games, both to
create realistic scenarios and fantastic characters and audiovisual e ects.</p>
      <p>After this introductory section, Section 2 of the article provides more
information on the use of serious games to support the treatment of phobias. Section
3 presents the details of the developed video game, and Section 4 explains the
tests and reviews carried out with the intention of evaluating its
functionality, usability and even aesthetics. Finally, in Section 5 the conclusions obtained
throughout this investigation are presented.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Phobias and Serious Games</title>
      <p>
        Ohman [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] states that fears naturally develop in the process of evolution of
organisms and occur as a response to stimuli that are important for survival, that
is why fear of the dark, for example, can be a common situation at some point
in the life of the human being. However, when these fears are not overcome,
they turn into disproportionate symptoms of anxiety and anguish, which a ect
the personal, social and cognitive development in minors, and speci c phobias
can develop. Among these speci c phobias linked to anxiety disorders is
nyctophobia, an intense fear of the dark that makes the person very nervous in dark
environments, forces them to sleep in bright places and can present physiological
symptoms such as trembling, sweating, increased heart rate, nausea, headaches,
and others [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>
        Other authors estimate that there are still gaps to be closed to treat phobias
in infants, since the consequences that this type of fear can cause in them are
underestimated. This is due to the speci c ignorance of each of the phobias and
to the fact that in children this type of episodes can be taken as passengers since
it is true that they are usually overcome in the course of child development [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>
        Speci cally for nyctophobia, experts recommend developing therapeutic
methods that involve a certain passivity to face the disorder [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] and applying them in
di erent spaces (at school or institute, at home ...), preferably in natural
environments. Several studies have shown that children treated psychologically using
games reduced fear and increased their interaction behaviors with the dark [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
Orgiles et al. conducted an investigation with children between the ages of 5 and
8 with a diagnosed darkness phobia, using therapeutic treatments with game
dynamics. He found that the playful component in the sessions and the
material reinforcement emerged as important elements in the treatment, in view of
the results obtained in the rest of the experimental conditions. Play helps the
child to initially approach darkness, facilitates their immersion in therapy, and
minimizes the aversive nature of the feared stimulus.
      </p>
      <p>
        If we talk about the bene ts, not only of games in general, but of video
games, we nd that these have been used to treat physical and mental illnesses
for many years [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], as well as for speech therapy, improvement of eating habits,
improving postural balance, pain therapy, etc. Therefore, it seems reasonable to
pursue these bene ts also in the treatment of fear of the dark, or nyctophobia,
based on the idea of increasing the motivation of patients, taking advantage of
the favorable climate o ered by a playful context; the greater sense of security
reduces the level of tension and increases the patient's ability to bond and cope
with that environment that produces anxiety.
      </p>
      <p>Video games are applications that, in general terms, seek to encourage human
behavior for their own enjoyment and well-being, using Multimedia and
HumanComputer Interaction technologies. Thanks to these new technologies, health
professionals have also oriented these tools towards other elds, such as the
treatment of diseases such as cancer, asthma and diabetes, among others.</p>
      <p>
        Video game consoles appear in the 1970s and somewhat later, they become a
resource for certain health professionals, since they observe that, thanks to
consoles, patients are able to comply with the treatments that they did not follow
when only they received written instructions. Video games then become
relevant since, through learning in simulated experiences, they manage to change
behaviors despite the autonomy of the participants. Parrado et al. hold \video
games are a promising tool for applied psychology because they can organize
environments arbitrarily with contingencies of reinforcement or punishment, to
direct the increase or decrease of certain behaviors, in quantity and time
consistent with the player's behavior (...) Video games for health create personal
experiences, where in addition to the contingencies established in the game there
is social learning from the virtual image of the participant" [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>
        There are studies that show that video games are tools that can be integrated
into the clinical context and contribute to successful treatment. Although there
are those who highlight the dangers of addiction to these games, other authors
consider that, by introducing adequate concepts of Psychology in the design,
video games activate brain circuits (reward or punishment) that can be
instrumented as methods for the treatment of phobias [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        Baranowski et al. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] point out that the success of serious games for health lies
in ve important elements: the high degree of interactivity, the narrative behind
the game, the challenges that promote experience and fun in the participant,
feedback on the behaviors carried out and the possibility that the skills learned
can be transferred to real contexts. All these aspects must be taken into account
when creating a serious game for the treatment of disorders such as nyctophobia.
      </p>
    </sec>
    <sec id="sec-3">
      <title>OSCURO: A Serious Game about Nyctophobia</title>
      <p>Following the CBT paradigm, a game called OSCURO has been designed that
uses darkness as a theme for the player to change their perception of it. It tries
to re ect the treatments aimed at nyctophobia, mainly those used in children, so
that the video game re ects something similar to what the patient experiences
in real life therapy. In this way the game can serve as accessible therapy from
anywhere without depending on speci c hardware or accessories.</p>
      <p>It should be clari ed that the proposed video game does not aim to replace
the care that a professional psychologist can o er to a patient diagnosed with
nyctophobia, but rather to serve as a support tool.
3.1</p>
      <sec id="sec-3-1">
        <title>Narrative Design</title>
        <p>The video game is a rst-person adventure aimed mainly at children around 6
years of age, although it may be valid for older children.</p>
        <p>One of the main stigmas that we have to contend with and that is deeply
ingrained in most gamers is that darkness is synonymous with terror, the
unknown, the unexpected, the unsafe. This feeling is enhanced by many titles that
evoke sinister sensations in the dark, developing certain mechanics and certain
aesthetics such as the Survival Horror genre.</p>
        <p>
          In OSCURO, a well-kept environment is sought that avoids being gloomy,
a non-violent language is used with innocent fantasy and warm dialogues.
According to the psychological counseling, some guidelines were established for the
narrative design that CBT uses in the treatment of nyctophobia:
1. Not subjecting the player to additional stress to that already generated by
darkness.
2. Reward or congratulate after a task is successful. This pattern is common to
the design principles of video games, that their own dynamic structure has
a reward system designed to generate satisfaction in the player.
3. Divert attention from the dark environment by focusing the player on an
activity.
4. Use soft sounds, nothing surprising that might disturb the player.
5. Properly handle frustration when losing or failing in a task.
6. Be very explanatory and clear in the instructions given by the game, leaving
nothing to the interpretation of the player.
7. Limit the total time required to complete the game to 30 minutes. This is
especially important when the brain maturation of a good part of the target
audience has this time as the maximum concentration time on average [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ].
        </p>
        <p>With these clear guidelines, a story is built that revolves around darkness
and seeks to encourage the player to be comfortable in it. The setting is a closed
environment, a house inhabited by a magical fairy, a non-player character (NPC),
that will ask you to play with her. Playing games in the dark (hide and seek,
treasure hunt, etc.) we gradually turn on the lights of this comfortable two-story
chalet. In order to win the game, you should get the three magic keys, beating
a series of minigames (Figure 1). On two occasions the player will have to go
around the house looking for a series of striking objects ( rst red balls, then
Easter eggs). The rst minigame with its own interface is that of the Chinese
shadows, where we will have to recognize the silhouette of various animals. Then
we will play to recognize characteristic sounds of animals and nally we will
memorize a sequence of images that we will have to enter as a code in the home
computer.</p>
        <p>Players gradually puts their (infantile) skills into practice and at the same
time have fun with all these funny games in the dark.
The game has been created for a single player, with total freedom to explore
the scenario and only conditioned to meet some challenges before being able
to access others. Each mission has clear instructions that are re ected in the
dialogues or as messages from the narrator, as appropriate.</p>
        <p>The game's scenario will have a realistic style that helps us to connect with
the environment but at the same time with a magic touch that, experienced
through the screen, helps reduce the level of tension. The characters have a
friendly and somewhat childish appearance, so that players who are children can
identify with them and get that feeling of con dence and tranquility (Figure 2).</p>
        <p>The layout of the house (Figure 3) aims to give the house a familiar air,
minimizing obstacles and with doors that open automatically when the player's
avatar approaches. An attempt has been made to follow the good practices of
architecture and the design is inspired by the typical country house, although
with modi cations so that the adventure can be better developed. On the rst
oor, for example, two rooms were left open with the idea that they would be
useful for carrying out the activities of two of the mini-games.
3.3</p>
      </sec>
      <sec id="sec-3-2">
        <title>Implementation</title>
        <p>The integrated development environment (IDE) used to implement OSCURO
is Unreal Engine, the popular technology from Epic Games. It is one of the
most used IDEs in the world, free since 2015, with all the necessary tools to
develop a video game, including a proprietary visual scripting language, Blueprints.
OSCURO has been created using the stable version 4.25, coded entirely in
Blueprints.</p>
        <p>As development methodology, an iterative and incremental process with an
agile approach has been used in order to facilitate speci cation changes. These
changes will have a lesser impact working in small increments, so that the e ort
invested will be less than following a traditional development process.</p>
        <p>The iterations (redesign, development, evaluation...) helped to improve the
functionality and aesthetics of the prototype. Within the development planning,
the following 5 phases were taken into account, especially the last four being
mired in a markedly iterative process.</p>
        <p>Concept phase. OSCURO v1.0 started with a strong concept phase, where
the fundamentals of the game were built from an idea. In this phase, the genre
of the game (adventure) was determined, the target audience, what will be the
guidelines that its design will follow ... all based on a research work that
establishes the starting line. In this phase, a sketch of the game's \script" is built
according to the ideas read about nyctophobia and its treatment. There is also
the need to think a lot about the details and to get adequate advice for the
production to nd the best way to convey the message. Our psychologist were
contacted from the beginning to obtain a clear guide on how to approach the
subject of the video game without falling into communication errors.</p>
        <p>Analysis and design phase. This phase is divided into two large
subphases: one properly focused on the software design of the game and the other
linked to the artistic creation of audiovisual resources. The rst sub-phase
implements the mechanics of the game, ts into the narrative the simple missions
and minigames that the player is going to nd, giving them an order and a
structure so that the player manages to get involved with that world until generating
new thoughts from the new perception that the video game o ers regarding the
dark. The second sub-phase seeks to create the right conditions for the player to
feel comfortable in the dark. Avoiding that gloomy re ection that the night has,
looking for that feeling of spaciousness and freedom of exploration. The design
of the characters is key to generate empathy and get the player to see themselves
re ected in them and thus have a closer experience.</p>
        <p>Development phase. In this phase, all the tasks are carried out with the
game design document as a guide. The stage is built, with its basic geometry
and decorative elements, obtained from the Unreal Marketplace. The materials
and lighting that will be part of the world are determined, the characters (player
and non-player), their movement and interaction, their animations and their
dialogues are organized. The missions and minigames of the game are programmed
in Blueprints and details such as music, sound and voices for the di erent
actions, etc. are added. All this going through several minor iterations, making
many adjustments.</p>
        <p>Test phase. As we will detail in Section 4, in this phase we begin to perform
unit tests, improve the gameplay, correct inconsistencies and add details that
improve the experience. The general functionality and that of the minigames
are isolated to verify their behavior at a purely functional level. After the unit
tests where everything seems to work separately comes the integration tests,
whose objective is to test all the components together, making sure that they
interoperate properly and that the video game works correctly from start to
end in less than 30 minutes. Alpha and beta versions are produced, to involve a
small group of experts who o er suggestions and recommendations (qualitative
evaluation), and to later involve a larger group of testers, respectively, for a more
formal testing.</p>
        <p>Deployment phase. At the end of each iteration, we generate the executable
of the corresponding version that will allow experts and testers to have access to
the most recent changes from their own devices. Here we become aware of the
minimum and recommended hardware and software requirements of the di erent
existing platforms. In this case, the game is built only for PC and is available
for free download from the platform Itch.io1.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Testing and Expert Evaluation</title>
      <p>The evaluation has been carried out with di erent approaches, obtaining a high
degree of feedback and support for the project. The game has been subjected
to qualitative evaluation by experts in video game creation: a game designer,
specialist on narrative and level desig, the owners of Didactoons2, a company
that produces educational video games for children, and a clinical psychologist.
It has been quantitatively evaluated by 13 students from a training activity at
the Faculty of Computer Science from the Complutense University of Madrid,
entitled \Quality Management in Video Games". Although not o cial patients,
the game has also been informally tested with two girls, ages 7 and 9, with a
moderate fear of the dark and a reasonable degree of PC gaming experience
using mouse and keyboard.</p>
      <p>OSCURO's playtesting quantitative tests required the tester to answer some
questions, divided into two parts: one that deals properly with the experience of
the game and another that explores something as important as the sensation of
presence that the player experiences, with questions referring to the
questionnaire Slater-Usoh-Steed (SUS) standard. From the responses to the questionnaire
carried out after the experiment with the students, it can be deduced that in the
penultimate version of the system, 85% of them nish the game in less than 20
minutes, 77% understand the instructions, 61% see it as original, 47% did
consider it fun (we assume that it is because the game is aimed at small children),
1 https://narratech.itch.io/oscuro
2 https://www.didactoons.com/
46% useful for nyctophobia (it was not a goal of this test), 31% consider the
movement of the avatar satisfactory (it was extremely simple), and only 23%
like the characters (we clearly had a problem there) and other data like that.</p>
      <p>Given the shortage of related work, the design and development of this video
game was a signi cant challenge. Trying to make darkness fun through an
adventure video game, when fear and anguish are usually associated with it. Expert
input revealed a number of important design aws that required improving the
user experience: use of directional light, backgrounds in total darkness and
shadows, sinister and unpleasant NPC, treatment of light as a reward, etc. Thanks
to the contributions, mainly from the narrative and level designer, the results
were improving remarkably.</p>
      <p>OSCURO is di erent to other serious games, because although Virtual
Reality applications that treat this type of phobias focus on a progressive exposure,
they do not involve purely playful activities that remove the patient from the
disturbing feelings that darkness generates.
5</p>
    </sec>
    <sec id="sec-5">
      <title>Conclusions</title>
      <p>This project describes the design and development of a video game that seeks
to complement the psychological treatment of persistent nyctophobia in patients
from 6 years onwards. The research work has turned out to be practically
inexhaustible but it has allowed us to know researchers, points of view, alternatives,
etc. that con rm that around the world of mental health there are many
possibilities to develop new and increasingly e ective techniques for this and other
problems, using information technology and gami cation.</p>
      <p>The main objective, which was the creation of the game at a functional
and usability level, was achieved, although the magnitude and complexity that
may lie behind the development of a video game is such that there are always
many aspects to improve. For this type of projects, there is usually a powerful
interdisciplinary team in management, design, programming, artistic creation
tasks, etc. as well as the ability to correct the course according to the results of
the tests, for which abundant testers are used and milestones and versions that
the project is reaching are established.</p>
      <p>
        As we stated at the beginning, when it comes to treating phobias, exposure
therapy through virtual means is as e ective as traditional forms of live exposure
therapy [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], and that is why expectations are very high for its application in this
branch of health.
      </p>
      <p>One of the most important conclusions obtained during this project and on
which we want to emphasize, is the need to consult with experts from the concept
phase. Although we believe we know the most important aspects of the entire
project development process, we must always be aware that we do not know
everything and that a certain aesthetic can be functional but cause the opposite
e ects to those we seek.</p>
      <sec id="sec-5-1">
        <title>Acknowledgements</title>
        <p>We are grateful to the narrative and level designer Marina Gutierrez, the heads
of the serious games producer Didactoons, David Rioja and Antonio Mun~oz, and
the clinical psychologist Unai Laso for their advice.</p>
      </sec>
    </sec>
  </body>
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