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LINA functions as an augmented reality serious game engineered to enhance mental health awareness and peer connectivity among adolescents aged ten and older. By integrating Contact Theory into a collaborative, classroom-based mystery narrative, the platform aims to reduce the stigma surrounding mental health challenges while fostering a stronger sense of belonging. The project serves as a model for Augmented Social Play, demonstrating how digital tools can effectively bridge the gap between virtual engagement and meaningful real-world social interaction.
The development of the game relied on an iterative, interdisciplinary co-design process involving both adolescents and individuals with lived experience to ensure narrative authenticity. Technically, the system leverages Unity, Vuforia AR, and NFC technology to create an immersive environment. Evaluations conducted with 91 students confirm high levels of user satisfaction, with participants consistently identifying enjoyment and social connectivity as the primary benefits of the experience. These findings suggest that the game is a viable, cost-effective prototype for improving group dynamics within educational settings.
While the initial results are promising, the study identified minor sex-based differences in user experience and highlighted specific technical requirements to optimize gameplay flow. Despite these nuances, the evidence supports the integration of serious games into social-emotional learning frameworks. By grounding its design in established therapeutic principles and intergroup contact theory, the project provides a scalable foundation for future interventions aimed at improving well-being through technology-mediated social interaction.
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