Video games as a complementary therapy tool in mental disorders : PlayMancer, a European multicentre study
Fernández Aranda, Fernando 
(Hospital Universitari de Bellvitge)
Jiménez Murcia, Susana 
(Hospital Universitari de Bellvitge)
Santamaría, Juan José 
(Hospital Universitari de Bellvitge)
Gunnard, Katarina 
(Hospital Universitari de Bellvitge)
Soto, Antonio (Hospital Universitari de Bellvitge)
Kalapanidas, Elias (Systema Technologies (Atenes, Grècia))
Bults, Richard G. A. (MobiHealth B.V. (Enschede, Països Baixos))
Davarakis, Costas
(Systema Technologies (Atenes, Grècia))
Ganchev, Todor
(University of Patras)
Granero, Roser
(Universitat Autònoma de Barcelona. Departament de Psicobiologia i de Metodologia de les Ciències de la Salut)
Konstantas, Dimitri
(Université de Genève)
Kostoulas, Theodoros
(University of Patras)
Lam, Tony (NetUnion (Lausanne, Suïssa))
Lucas, Mikkel (Serious Game Interactive (SGI) (Copenhagen, Dinamarca))
Masuet Augmantell, Cristina
(Hospital Universitari de Bellvitge)
Moussa, Maher H. (Université de Genève)
Nielsen, Jeppe (Serious Game Interactive (SGI) (Copenhagen, Dinamarca))
Penelo Werner, Eva
(Universitat Autònoma de Barcelona. Departament de Psicobiologia i de Metodologia de les Ciències de la Salut)
| Data: |
2012 |
| Descripció: |
11 pàg. |
| Resum: |
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 remedi- ate attitudinal, behavioural and emotional processes of patients with impulse-related disorders. Method and results: The video game was created and developed within the European research project PlayMancer. It aims to prove potential capacity to change underlying attitudinal, behavioural and emotional processes of patients with impulse-related disorders. New interaction modes were provided by newly developed components, such as emotion recognition from speech, face and physiological reactions, while specific impulsive reactions were elicited. The video game uses biofeedback for helping patients to learn relaxation skills, acquire better self-control strategies and develop new emotional regulation strategies. In this article, we present a description of the video game used, ration- ale, user requirements, usability and preliminary data, in several mental disorders. |
| Ajuts: |
European Commission 215839 Ministerio de Ciencia e Innovación 08/1573E
|
| Nota: |
Altres ajuts: The project also received partial support from ISCIII (CIBER06/03, FIS PI081573) |
| Drets: |
Aquest document està subjecte a una llicència d'ús Creative Commons. Es permet la reproducció total o parcial, la distribució, i la comunicació pública de l'obra, sempre que no sigui amb finalitats comercials, i sempre que es reconegui l'autoria de l'obra original. No es permet la creació d'obres derivades.  |
| Llengua: |
Anglès |
| Document: |
Article ; recerca ; Versió acceptada per publicar |
| Matèria: |
Mental disorders ;
New technologies ;
Therapy ;
Video games |
| Publicat a: |
Journal of Mental Health, Vol. 21, Núm. 4 (2012) , p. 364-374, ISSN 1360-0567 |
DOI: 10.3109/09638237.2012.664302
PMID: 22548300
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