A Design Guideline For Gamified Intervention For Managing Hyperacusis

Insights From Expert Interview

Conference Paper (2025)
Author(s)

Q. Liu (Student TU Delft)

T. Wang (TU Delft - Human Factors)

E. Ozcan Vieira (TU Delft - Perceptual Intelligence)

Hongli Yang (Beijing University of Posts and Telecommunications)

Research Group
Human Factors
DOI related publication
https://doi.org/10.61782/fa.2025.0011
More Info
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Publication Year
2025
Language
English
Research Group
Human Factors
Pages (from-to)
6041-6048
Publisher
European Acoustics Association, EAA
ISBN (electronic)
978-84-87985-35-5
Reuse Rights

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Abstract

Sounds can evoke various emotional reactions based not only on their acoustic properties but also on their perceived meanings. Hyperacusis is a condition in which individuals experience heightened sensitivity to everyday sounds, often resulting in anxiety, fear, and avoidance behaviors. The concept of soundscape—an individual’s subjective experience of the acoustic environment, combined with the appraisal theory provides insights for understanding the emotional roots of these behaviors. To support behavioral transformation, persuasive gamification offers a promising approach for designing effective and engaging interventions. By incorporating soundscapes into game world, such interventions can help individuals gradually acclimate to distressing sounds in a controlled and interactive way. This study aims to develop a design guideline for persuasive gamified interventions targeting hyperacusis listeners. We first integrated insights from literature and map hyperacusis behavior patterns based on appraisal processes. Semi-structured interviews with seven domain experts then inform six key design considerations: understanding hyperacusis listeners, entry points into the game world, the use of soundscapes as game elements, in-game coping strategies, the transfer effect to real-world behaviors, and ethical concerns.