HCI and Usability for Medicine and Health Care
DOI: 10.1007/978-3-540-76805-0_30
|View full text |Cite
|
Sign up to set email alerts
|

Serious Games Can Support Psychotherapy of Children and Adolescents

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

1
11
0

Publication Types

Select...
6
2
1

Relationship

0
9

Authors

Journals

citations
Cited by 20 publications
(12 citation statements)
references
References 27 publications
1
11
0
Order By: Relevance
“…[61][62][63][64] Also, as mentioned earlier, many games and ''playful interventions'' have been developed for therapeutic purposes. [33][34][35][36][37][38][39][40][41][42][43][44][45] However, the use of games as a tool for cCBT is quite uncommon. In fact, only one study of a game fully integrated into a CBT surrounding was found.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…[61][62][63][64] Also, as mentioned earlier, many games and ''playful interventions'' have been developed for therapeutic purposes. [33][34][35][36][37][38][39][40][41][42][43][44][45] However, the use of games as a tool for cCBT is quite uncommon. In fact, only one study of a game fully integrated into a CBT surrounding was found.…”
Section: Resultsmentioning
confidence: 99%
“…Yet, support has been reported of beneficial effects in the treatment of a variety of complaints, including depression, divorce trauma, autism, and phobias. [33][34][35][36][37][38][39][40][41][42][43][44][45] This article reports a pilot study testing the incremental value in terms of user motivation and treatment effectiveness of ''gamifying'' an existing online CBT-based burnout module.…”
mentioning
confidence: 99%
“…The applications and target populations of gamebased learning environments have been diverse. As an example, educational games have been used for teaching children and adolescents strategies for dealing with depression (Brezinka & Hovestadt, 2007), for teaching children Mathematics (Conati & Maclaren, 2009) and for teaching adolescents Electrostatic principles (Barnett, Squire, Grant, & Higginbotham, 2004). It is evident that to attain acceptance as effective learning tools, gamebased learning environments have to incorporate an intelligent assessment criterion that identifies when the student has achieved the learning goals.…”
Section: Intelligent Game-based Learning Environmentsmentioning
confidence: 99%
“…Off-the-shelf commercial games have also been used to target depression [ 66 ]. There are multiple serious games based on different therapeutic techniques—CBT [ 67 - 69 ], solution-focused therapy [ 70 ], and interpersonal therapy [ 68 ]—that do not target depression specifically but can be useful. There is only 1 serious game based on a CBM paradigm targeting depression, but it was found to be ineffective [ 62 ].…”
Section: Introductionmentioning
confidence: 99%