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Designing More Engaging Serious Games to Support Students' Mental Health: A Pilot Study Based on A CBT-Informed Design Framework

Published 17 Apr 2026 in cs.HC | (2604.15662v1)

Abstract: Addressing the issues of dullness, low compliance, and lack of appeal in current digital mental health education and serious games for students and adolescents, this study proposes a novel, experience-centered framework for serious game design: the Therapeutic Procedural Rhetoric and Mechanism Mapping Framework (TPR-MMF). Based on this framework, a side-scrolling serious game prototype, "World + You - World," was developed. This study compared the effectiveness of TPR-MMF-based games with traditional explicit educational serious games through a small-sample randomized controlled trial (N=28). The results of the Intrinsic Motivation Inventory (IMI) showed that the experimental group (playing "World + You - World") significantly outperformed the control group in four aspects. Furthermore, qualitative survey results indicated that players could perceive the psychological metaphors within the game mechanics and spontaneously resonated with real-life experiences. This study provides a highly engaging new development paradigm for gamified mental health education for students and adolescents.

Summary

  • The paper presents the TPR-MMF framework that infuses CBT principles into game design, achieving significant improvements in student engagement and therapeutic insight.
  • It employs a randomized controlled trial with university freshmen (N=28) and reports large effect sizes on intrinsic motivation and perceived intervention value.
  • Qualitative analysis shows that players transferred CBT strategies to real-life stress coping, indicating potential for sustained behavioral change.

CBT-Informed Serious Game Design for Student Mental Health: A Pilot Study of the TPR-MMF Framework

Introduction

The increasing prevalence of mental health concerns among students and adolescents necessitates scalable, effective early interventions. While cognitive behavioral therapy (CBT) is well-established for both prevention and treatment, real-world adherence remains a persistent barrier, compounded by the didactic nature and perceived dullness of psychoeducational materials. Recent work leverages serious games to tackle engagement; however, the disconnect between game design choices and evidence-based psychological mechanisms has limited both efficacy and uptake. "Designing More Engaging Serious Games to Support Students' Mental Health: A Pilot Study Based on A CBT-Informed Design Framework" (2604.15662) addresses these shortcomings through a novel, experience-centric framework (TPR-MMF) that deeply integrates CBT principles into game mechanics and rhetoric.

The TPR-MMF Framework

The therapeutic procedural rhetoric and mechanism mapping framework (TPR-MMF) operationalizes CBT concepts into interactive, genre-aligned game design. Distinct from explicit instructional approaches, this framework follows a three-layer mapping process:

  1. Intervention Target Layer: Clinical psychological traits are mapped to granular cognitive restructuring goals, for instance, reframing perfectionist thinking into actionable behavioral targets.
  2. Cognitive Dissonance Construction Layer: Game rules are engineered to deliberately provoke expectation violation, systematically inducing cognitive dissonance at the locus of the original cognitive distortion.
  3. Cognitive Restructuring Path Layer: In-game feedback mechanisms—rooted in behavioral validation—scaffold iterative attempts that catalyze restructuring of player cognition, facilitating generalization to real-world analogs.

The framework mandates alignment between core gameplay experiences and player preferences, thereby maximizing engagement while embedding therapeutic content in the fabric of interaction itself, not relegating intervention to exogenous narrative or instructional segments.

Prototype Implementation: "World + You – World"

Choosing the side-scrolling platformer genre, widely appreciated by students for its engaging and dynamic loop, the authors implement "World + You – World," a fully functional Unity prototype. Five common cognitive distortions—perfectionism, overgeneralization, jumping to conclusions, magnification, and personalization—are each mapped to bespoke levels. Each level’s mechanical configuration induces and then resolves cognitive dissonance:

  • Perfectionism: Progression is only possible by not collecting all rewards, subverting the default 'completionist' bias.
  • Overgeneralization: Persistent setbacks yield diminishing resistance to progress, counteracting the expectation of endless failure.
  • Jumping to Conclusions: Repeated action demonstrates that negative expectations are unfounded, as abilities improve through persistence.
  • Magnification: Apparent threats (e.g., oversized spikes) turn out to be illusory if approached decisively, mirroring the CBT reframing of disproportionate fear responses.
  • Personalization: Collaboration with NPCs is required, challenging the tendency to over-attribute outcomes to the self.

The procedural rhetoric embedded within these mechanics is intended to instantiate therapeutic insight through embodied, interactive realization rather than external narrative explanation.

Methodology and Empirical Findings

A randomized controlled pilot with university freshmen (N=28) evaluated "World + You – World" (TPR-MMF group) against NeuroQuest, a dialogue-based serious game with explicit CBT content. Inclusion criteria ensured participants were representative of high-stress, non-clinical student populations and naïve to CBT theory.

Intrinsic Motivation Inventory (IMI) data demonstrated that the TPR-MMF group had statistically significant advantages over the control in the dimensions of interest/enjoyment, perceived competence, perceived choice, and value/usefulness, with large effect sizes (d=1.15d=1.15 to d=1.73d=1.73). There was no significant difference in perceived effort or pressure/tension.

Qualitative thematic analysis of participants' free-text responses yielded three central dimensions:

  • Default Strategy Activation: Player choices and expectations closely matched the intended cognitive distortion of each level.
  • Metaphorical Comprehension: A majority reliably articulated the CBT principle encoded by each mechanic after play.
  • Real-Life Resonance: Players spontaneously reported transfer to high-frequency stress domains (e.g., academic performance, social interactions), indicating durable psychological insight beyond the game context.

Implications

By embedding CBT restructuring mechanisms within genre-preferred game structures, TPR-MMF demonstrates that serious games can transcend the engagement and compliance limitations of both traditional digital psychoeducation and explicit gamified CBT curricula. The use of procedural rhetoric, rather than expository dialogue, enables implicit learning pathways that align with contemporary constructivist models of behavioral change. This addresses core bottlenecks—initiation, retention, and transfer—highlighted in recent meta-analyses of digital mental health interventions.

Moreover, the pilot evidences significant improvements in subjective motivation and perceived intervention value without inflated effort or stress, directly countering the high dropout and low adherence rates plaguing standard digital CBT. The qualitative results suggest that properly engineered implicit therapeutic metaphors can be internalized and transferred, suggesting a path toward addressing issues of ecological validity and long-term behavioral impact.

Limitations and Future Directions

The primary limitation is the sample size (N=28 university freshmen), constraining validity across demographics and impeding effect size generalization. The study also lacks longitudinal symptom tracking to assess sustained clinical impact. Future work must address scalability and extend evaluation across different student populations, settings, and longer follow-up intervals. Additionally, further research is required to quantify the incremental contribution of specific design layers in TPR-MMF and to test the framework in other genres and modalities.

Conclusion

"Designing More Engaging Serious Games to Support Students' Mental Health: A Pilot Study Based on A CBT-Informed Design Framework" (2604.15662) establishes the feasibility of deep integration between evidence-based CBT interventions and engaging interactive mechanics via the TPR-MMF framework. The prototype study confirms that embedding therapeutic processes within preferred game genres yields superior engagement and insight transfer compared to conventional dialogue-based serious games. These findings implicate TPR-MMF as a viable paradigm for future digital mental health products seeking to balance user experience with robust psychological impact.

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