Main Article Content
Health is affected by the financial, environmental and work conditions. In this paper, we have proposed an algorithm to be used in a game so that it could behave intelligently for stress relieving and health care rather than in a traditional leisure. Our study explores the efficacy of intelligent games to keep the interest of a user in computer usage that helps in the reduction of stress. The games keep track of a user’s actions and decide intelligently which best next level should be provoked to the user for keeping his/her interest in the game. In several experiments it has been observed that after playing stress relief game, users become less distracted by rejection, help releasing their stress and anxiety.
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
- Purgato M, van Ommeren M, Tol W, et al. Addressing stress, depression, and anxiety in people exposed to traumatic events in humanitarian settings: A systematic review and meta-analysis of psychosocial interventions. Journal of Psychosomatic Research, 2018, 109: 127. https://doi.org/10.1016/j.jpsychores.2018.03.122
- Hefner D, Klimmt C and Vorderer P. Identification with the player character as determinant of video game enjoyment. International conference on entertainment computing. Springer, Berlin, Heidelberg, 2007: 39-48. https://doi.org/10.1007/978-3-540-74873-1_6
- Yie CY, Sivapalan S, Ganeson K, et al. Design of web intervention to influence youth behavior toward online gaming. 2010 International Symposium on Information Technology. IEEE, 2010, 3: 1368-1371.
- Hao Y, Farooq Q and Zhang Y. Unattended social wants and corporate social responsibility of leading firms: Relationship of intrinsic motivation of volunteering in proposed welfare programs and employee attributes. Corporate Social Responsibility and Environmental Management, 2018, 25(6): 1029-1038. https://doi.org/10.1002/csr.1681
- Cohen S and Janicki-Deverts D. Who’s stressed? Distributions of psychological stress in the United States in probability samples from 1983, 2006, and 2009. Journal of applied social psychology, 2012, 42(6): 1320-1334. https://doi.org/10.1111/j.1559-1816.2012.00900.x
- DeRosier ME and Thomas JM. Video Games and Their Impact on Teens Mental Health. Technology and Adolescent Mental Health. Springer, Cham, 2018: 237-253. https://doi.org/10.1007/978-3-319-69638-6_17
- Nareyek A. Game AI is dead. Long live game AI! IEEE intelligent Systems, 2007, 22(1): 9-11. https://doi.org/10.1109/MIS.2007.10
- Farooq Q, Hao Y and Liu X. Understanding corporate social responsibility with cross-cultural differences: A deeper look at religiosity. Corporate Social Responsibility and Environmental Management, 2019, 26(4): 965-971. https://doi.org/10.1002/csr.1736
- Wohn DY, Lampe C, Wash R, et al. The “S” in social network games: Initiating, maintaining, and enhancing relationships. 2011 44th Hawaii international conference on system Sciences. IEEE, 2011: 1-10. https://doi.org/10.1109/HICSS.2011.400
- Fogel DB. Evolutionary entertainment with intelligent agents. Computer, 2003, 36(6): 106-108. https://doi.org/10.1109/MC.2003.1204382
- Dobrovsky A, Borghoff UM and Hofmann M. An approach to interactive deep reinforcement learning for serious games. IEEE International Conference on Cognitive Infocommunications. IEEE, 2017. https://doi.org/10.1109/CogInfoCom.2016.7804530
- Liu X, Khan KN, Farooq Q, et al. Obstacle avoidance through gesture recognition: Business advancement potential in robot navigation socio-technology. Robotica, 2019, 37(10): 1663-1676. https://doi.org/10.1017/S0263574719000183
- Hudlicka E, Payr S, Ventura R, et al. Social interaction with robots and agents: Where do we stand, Where do we go? 2009 3rd International Conference on Affective Computing and Intelligent Interaction and Workshops. IEEE, 2009: 1- 6. https://doi.org/10.1109/ACII.2009.5349472
- Farooq Q. Impact of Cross Cultural Training on Perceived Success of Expatriates: How the benefit of Cross-Cultural Training justifies its cost? A case study of an IT organization. ISBN: 978-3-659-93517-6. LAP Lambert Academic Publishing, 2016.
- Farooq Q, Fu P, Ahmad S, et al. Assessing Human Factor in the Adoption of Computer-Based Information Systems as the Internal Corporate Social Responsibility. SAGE Open, 2019, 9(3): 2158244019868858. https://doi.org/10.1177/2158244019868858
- Russell SJ and Norvig P. Artificial intelligence: a modern approach. Malaysia; Pearson Education Limited, 2016.
- Laird J and VanLent M. Human-level AI’s killer application: Interactive computer games. AI magazine, 2001, 22(2): 15.
- Xu F and Fang Z. Individuation Learning Components in Intelligent Education Games. Fourth International Conference on Information Technology (ITNG’07). IEEE, 2007: 955-956. https://doi.org/10.1109/ITNG.2007.110
- Lucas SM. Computational intelligence and AI in games: a new IEEE transactions. IEEE Transactions on Computational Intelligence and AI in Games, 2009, 1(1): 1-3. https://doi.org/10.1109/TCIAIG.2009.2021433
- Husted BW and Allen DB. Strategic Corporate Social Responsibility and Value Creation among Large Firms: Lessons from the Spanish Experience. Long Range Planning, 2007, 40(6): 594-610. https://doi.org/10.1016/j.lrp.2007.07.001
- Asare DK and Ahmed IH. CSR and societal change in international financial markets of Africa. Resources and Environmental Economics, 2019, 1(2): 89-95. https://doi.org/10.25082/REE.2019.02.006
- Colder Carras M, Van Rooij AJ, Spruijt-Metz D, et al. Commercial video games as therapy: A new research agenda to unlock the potential of a global pastime. Frontiers in psychiatry, 2018, 8: 300. https://doi.org/10.3389/fpsyt.2017.00300