PsycEXTRA Dataset 2005
DOI: 10.1037/e705572011-038
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PlaySafety: Virtual environments as a persuasive tool to contrast risky behaviors in youth

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Cited by 3 publications
(6 citation statements)
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“…Previously, digital games that have been developed for mental health care often embodied similar characteristics as those found in fully functional entertainment games, although with a health-related purpose at its core [14]. Such games usually contain a carefully designed fully functioning "game space" with their own gameplay mechanics and interactive aesthetics (eg, [15][16][17]). In some cases the therapeutic tasks and activities themselves are embedded in a game-level structure and players would need to achieve various health-related objectives in order to progress through the game [15,16].…”
Section: Overviewmentioning
confidence: 99%
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“…Previously, digital games that have been developed for mental health care often embodied similar characteristics as those found in fully functional entertainment games, although with a health-related purpose at its core [14]. Such games usually contain a carefully designed fully functioning "game space" with their own gameplay mechanics and interactive aesthetics (eg, [15][16][17]). In some cases the therapeutic tasks and activities themselves are embedded in a game-level structure and players would need to achieve various health-related objectives in order to progress through the game [15,16].…”
Section: Overviewmentioning
confidence: 99%
“…For example, in the SPARX game, users go through different levels that challenge them to acquire core skills that would help them better cope with depression [ 16 ]. In other cases, the game space itself is designed to provide awareness (often by encouraging players to reflect through gameplay) and persuades players to adopt and maintain a behavior that improves well-being [ 4 , 17 ]. An example of this could be seen in the Playsafety game where players are shown various scenarios that depict dangerous situations related to drug use and are shown the consequences of making the wrong decision in those scenarios [ 17 ].…”
Section: Introductionmentioning
confidence: 99%
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“…Another game that exploits the representation of behavioral cause and effects is called Playsafety (Purgato & Gamberini, 2005), and addressed young people's unsafe behavior; defined according to preliminary investigation of the nighttimes scenarios where dangerous behaviors most frequently occur, and to a scenario-based design, several situations were created (disco, park and restroom for drug abuse, a motorbike ride for safety driving). Players, represented by avatars, were offered different reaction options, followed by scenes depicting the consequences of their choice (Kerr, Neale, & Cobb, 2002).…”
Section: Games For Prevention and Harm Reductionmentioning
confidence: 99%