Mental Illnesses - Evaluation, Treatments and Implications 2012
DOI: 10.5772/29597
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Applications of 3D Simulation in Mental Health: Utilities and New Developments

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Cited by 9 publications
(4 citation statements)
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“…VR allows the context of therapy to be perceived by the child as a safe environment where the child can behave freely and without any risk (Carmona Torres, Cangas Diaz, & Langer Herrer, 2012). Although studies indicate that VR can be used in paediatric procedures, further research on which procedures and in which age range it can be used is needed (Lange, Williams, & Fulton, 2006).…”
Section: Introductionmentioning
confidence: 99%
“…VR allows the context of therapy to be perceived by the child as a safe environment where the child can behave freely and without any risk (Carmona Torres, Cangas Diaz, & Langer Herrer, 2012). Although studies indicate that VR can be used in paediatric procedures, further research on which procedures and in which age range it can be used is needed (Lange, Williams, & Fulton, 2006).…”
Section: Introductionmentioning
confidence: 99%
“…Lastly, in providing response options for social interaction, the game could provide players with features (e.g., feedback loops of their own behavior and the social agents' actions and vice versa) which enable them to re-examine their own behavioral response to previous cyberbullying incidents and make desired changes (Bandura, 2006). This is also an innovative contribution to previous research on behavior change and game design based on previous studies that have been conducted with games (Calvo-Morata et al, 2020;Carmona Torres et al, 2011), showing that online violence does not have to cause more violence or silence among bystanders.…”
Section: Theoretical Contribution and Implications For Practicementioning
confidence: 97%
“…Accordingly, we incorporated a fictitious social network into the game we present to set the scene for the storyline with the different cyberbullying scenarios. Moreover, we incorporated various response options, as previous research on games has suggested for these types of scenarios (Carmona Torres et al, 2011).…”
Section: Providing Context With Serious Games and Social Agents Withi...mentioning
confidence: 99%
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