在数字游戏中融入CBT的努力

Rifat Ara Tasnim, Farjana Z. Eishita
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引用次数: 1

摘要

精神障碍在全球范围内广泛存在,并以惊人的速度增长。尽管存在有效的心理治疗策略,但很大比例的个人无法获得精神保健设施的服务。为了使现有的治疗方法更容易通过数字化获得,已经进行了少量的研究。在本文中,我们提出了一种能够放大认知行为疗法(CBT)策略之一的影响的数字化游戏。这可以为个体情绪状态的自我评估提供机会,并增强积极思考的冲动支配。我们开发了一款严肃的游戏《迷宫战士》(MoM),可通过手持设备(如手机、平板电脑)访问,其中包含CBT策略,强调“交替”的结果,以战胜日常生活的挑战。我们假设坚持“交替”的能力可以显著改善强迫症(OCD)患者的治疗。实验结果表明,游戏玩法中的“替代性”可以显著提高玩家的积极情绪,降低玩家的消极情绪,从而通过影响玩家在日常生活中面对情境时选择替代性解决方案的心态,影响心理治疗效果的提高。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
MoM An Effort to Comprising CBT in Digital Gaming
Mental disorder has its widespread presence and increasing around the globe at an alarming rate. In spite of the existence of effective psychotherapeutic strategies, a significant percentage of individuals do not get access to mental healthcare facilities. A handful amount of research has been conducted to facilitate the existing therapies more accessible via digitization. In this paper, we have proposed a digitized game that is able to magnify the impact of one of the strategies of Cognitive Behavioral Therapy (CBT). This can provide an opportunity for self assessment of individuals' emotional state and enhance impulsive dominance on positive thinking. We have developed a serious game Militant of the Maze (MoM), accessible via handheld devices (e.g. cell phone, tablet) that comprises strategies of CBT that emphasizes the consequence of ‘alternation’ to prevail over challenges of everyday life. We hypothesized that perseverance of the ability of ‘alternation’ can notably improve treating the patients dealing with Obsessive Compulsive Disorder (OCD). The experimental outcome demonstrated that the existence of ‘alternation’ in gameplay can significantly improve players' positive affect and decreases the negative affect, which can impact improving the efficacy of psychotherapeutic treatment by influencing players' mindset of opting for an alternative solution while confronting circumstances in everyday life.
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