Designing Odisea Emocional: A gamification-based tool for supporting therapeutic interventions for emotional regulation of individuals with intellectual disabilities

IF 6 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS
Marisela Hernández-Lara , Karina Caro , Ana I. Martínez-García , Ian Adame
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Abstract

Individuals with intellectual disabilities might experience difficulties related to emotion identification and emotional regulation. Emotional regulation represents a significant milestone associated with cognitive development and impacts the achievement of independent living. Various interventions exist to support emotional regulation in different populations, but they present challenges in maintaining participant attention and require individualized adaptations. An alternative to supporting these interventions is the use of interactive technology, such as video games and gamification-based tools. The literature suggests various types of interactive technology that have proven effective in supporting the development of different skills in people with intellectual disabilities. However, technology specifically designed to support emotional regulation has yet to be developed. This paper presents the design process and evaluation of Odisea Emocional, a gamification-based tool to support therapeutic interventions for emotional regulation in individuals with intellectual disabilities. The tool was designed based on existing literature on gamification and serious games for diverse populations, as well as through a contextual study conducted with special education teachers, therapists, psychologists, and people with intellectual disabilities.
After obtaining the design characteristics for the tool, we implemented a high-fidelity prototype. Then, we conducted a formative evaluation of Odisea Emocional with five individuals with intellectual disabilities, which provided us with feedback for adjustments to the tool.
设计Odisea emotional:一个基于游戏化的工具,用于支持智力残疾个体情绪调节的治疗干预
智障人士可能在情绪识别和情绪调节方面遇到困难。情绪调节是认知发展的一个重要里程碑,影响着独立生活的实现。存在各种干预措施来支持不同人群的情绪调节,但它们在保持参与者注意力方面存在挑战,需要个性化适应。支持这些干预措施的另一种选择是使用交互式技术,例如视频游戏和基于游戏化的工具。文献表明,各种类型的互动技术已被证明有效地支持智力残疾人士发展不同的技能。然而,专门用于支持情绪调节的技术尚未开发出来。本文介绍了Odisea emotional的设计过程和评估,这是一个基于游戏化的工具,用于支持智力残疾个体情绪调节的治疗干预。该工具的设计基于针对不同人群的游戏化和严肃游戏的现有文献,以及与特殊教育教师、治疗师、心理学家和智障人士进行的情境研究。在获得该工具的设计特性后,我们实现了一个高保真原型。然后,我们对五名智障人士进行了Odisea emotional的形成性评估,为我们提供了调整工具的反馈。
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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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
期刊介绍: The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities. Research areas relevant to the journal include, but are not limited to: • Innovative interaction techniques • Multimodal interaction • Speech interaction • Graphic interaction • Natural language interaction • Interaction in mobile and embedded systems • Interface design and evaluation methodologies • Design and evaluation of innovative interactive systems • User interface prototyping and management systems • Ubiquitous computing • Wearable computers • Pervasive computing • Affective computing • Empirical studies of user behaviour • Empirical studies of programming and software engineering • Computer supported cooperative work • Computer mediated communication • Virtual reality • Mixed and augmented Reality • Intelligent user interfaces • Presence ...
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