| Literature DB >> 22548300 |
Fernando Fernández-Aranda1, Susana Jiménez-Murcia, Juan J Santamaría, Katarina Gunnard, Antonio Soto, Elias Kalapanidas, Richard G A Bults, Costas Davarakis, Todor Ganchev, Roser Granero, Dimitri Konstantas, Theodoros P Kostoulas, Tony Lam, Mikkel Lucas, Cristina Masuet-Aumatell, Maher H Moussa, Jeppe Nielsen, Eva Penelo.
Abstract
BACKGROUND: Previous review studies have suggested that computer games can serve as an alternative or additional form of treatment in several areas (schizophrenia, asthma or motor rehabilitation). Although several naturalistic studies have been conducted showing the usefulness of serious video games in the treatment of some abnormal behaviours, there is a lack of serious games specially designed for treating mental disorders. AIM: The purpose of our project was to develop and evaluate a serious video game designed to remediate attitudinal, behavioural and emotional processes of patients with impulse-related disorders. METHOD ANDEntities:
Mesh:
Year: 2012 PMID: 22548300 PMCID: PMC3433177 DOI: 10.3109/09638237.2012.664302
Source DB: PubMed Journal: J Ment Health ISSN: 0963-8237
Game tasks, user requirements and therapy goals in PlayMancer.
| Game task: | User requirements | Therapy goals: |
|---|---|---|
| The face of Cronos (climbing) | • Lack of stress management | • Increase planning skills |
| Treasures of the sea (diving) | • Lack of stress management | • Handle to cope with adversities and consequent disappointment |
| Sign of the Magupta (relaxation) | • Strong negative emotional expression in front of minimal
stimuli | • Self-control |
Figure 1Example of scenario in islands.
Figure 2Interaction between emotions (anger, joy, neutral, boredom) and HR correlates.
Note: Positive values (above 0) mean over HR rest average score; negative values (below 0) mean under HR rest average score.
Figure 3Physiological and emotional reactivity of a single patient, during one session of video game (A–B–A design).
Note: GSR, galvanic skin response; BF, breathing frequency; design: A: baseline 3 min; B: gaming 20 min; A: baseline 3 min).
Figure 4Average usability scores (by means of SUS) assessed in 38 individuals (24 mental disorders and 14 healthy subjects).
Figure 5Respiration frequency of five EDs and five PGs, along one session of video game (A–B–A design). Note: bpm, breathing per minute; design: relax (A): baseline 3 min; B: game (B): 20 min; relax (A): baseline 3 min.