Efficacy of a Serious Game for Individuals with Interpersonal Trauma

Stress Pub Date : 2023-12-31 DOI:10.17547/kjsr.2023.31.4.205
H. Yoon, Sang-Hyun Cho, Yun-Kyeung Choi
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Abstract

Background: This study aimed to develop a serious game for college students with interpersonal trauma to practice adopting an alternative perspective mentoring a game character with similar experiences.Methods: We recruited 44 college students with high levels of distress after experiencing interpersonal trauma. They were assigned to either the serious game+relaxation training (SG+RX, n=22) or the virtual reality+relaxation training condition (VR+RX, n=22). Cognitive, emotional, and self-efficacy aspects related to trauma were compared in both groups before and after treatment. In addition, interpersonal perceptions of "warmth, dominance, trust, and accessibility" for facial expressions of happiness, anger, and neutrality were compared in both groups before and after treatment.Results: Both groups showed positive changes in relaxation, post-traumatic cognition, and post-traumatic emotion after treatment. The SG+RX group showed greater increases in behavioral competence and confidence in the future and rated accessibility to angry/happy facial expressions higher than the VR+RX group.Conclusions: These findings suggest that an interactive serious game promoting empathy, coping skills, and an alternative perspective effects positive changes for individuals with interpersonal trauma.
严肃游戏对人际创伤患者的功效
研究背景本研究旨在为遭受人际创伤的大学生开发一款严肃游戏,让他们练习以另一种视角指导具有类似经历的游戏角色:方法:我们招募了 44 名在经历人际创伤后感到高度痛苦的大学生。他们被分配到严肃游戏+放松训练(SG+RX,22 人)或虚拟现实+放松训练条件(VR+RX,22 人)中。两组在治疗前后对与创伤相关的认知、情绪和自我效能进行了比较。此外,还比较了两组患者在治疗前后对喜怒哀乐面部表情的 "温暖感、支配感、信任感和可接近性 "的人际感知:结果:治疗后,两组在放松、创伤后认知和创伤后情绪方面都出现了积极的变化。与 VR+RX 组相比,SG+RX 组在行为能力和对未来的信心方面有了更大的提高,对愤怒/快乐面部表情的可及性评分也更高:这些研究结果表明,通过互动严肃游戏促进移情、应对技能和另一种视角,会对人际创伤患者产生积极的改变。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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