青少年焦虑的治疗性游戏

Steven Barnes, J. Prescott
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引用次数: 4

摘要

焦虑症(AD)是最普遍的精神健康状况,对受影响的个人和旨在支持他们的卫生保健系统都具有重大和长期的疾病负担。尽管如此,传统干预措施的障碍意味着只有不到一半患有ad的青少年寻求治疗,只有不到20%的寻求治疗者最终接受了科学验证的干预措施。治疗性游戏显示出减少青少年AD的巨大潜力,但它们吸引用户的能力仍存在一些问题,尤其是随着时间的推移。本章介绍了两项研究,涉及一种新的移动游戏化干预青少年AD的发展。这包括针对当前可用的焦虑和抑郁游戏的用户反馈研究,随后是针对新干预的开发版本的用户反馈、可接受性和使用意图研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Therapeutic Gaming for Adolescent Anxiety
Anxiety disorders (AD) are the most prevalent of the mental health conditions and are associated with significant and long-lasting burden of disease both for affected individuals and healthcare systems designed to support them. Despite this, barriers to traditional interventions mean less than half of adolescents experiencing ADs seek-treatment, with less than 20% of treatment-seekers ultimately receiving a scientifically validated intervention. Therapeutic games show significant potential to help reduce AD in adolescents, with some concerns remaining over their abilities to engage users, particularly over time. The chapter presents two studies relating to the development of a new mobile gamified intervention for adolescents with AD. This includes a user-feedback study on currently available games for anxiety and depression, followed by a user-feedback, acceptability, and intention-to-use study of a development version of the new intervention.
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