Paykan:虚拟现实游戏作为目标恐慌症的治疗工具

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Hesam Sakian Mohamadi , Faraz Bakhshi , Yoones A. Sekhavat , Mallesham Dasari , Kazem Gobadi Ansaroudi , Mahdi Ahmadzadeh Haji Alilou
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引用次数: 0

摘要

压力和焦虑对身心健康的有害影响是有据可查的。在职业运动员的环境中,高水平的压力和焦虑会导致表现下降和熟练技能的倒退,这种现象被称为表现障碍。虽然传统方法被用来缓解这些障碍,但最近的研究已经证明了数字方法,特别是虚拟现实和严肃游戏,在解决精神和身体障碍方面的功效。应用数字疗法来治疗恐慌,这是一种特殊类型的表现障碍,是职业弓箭手中普遍存在的问题,目前仍未得到充分研究。此外,人格特质与治疗效果之间的关系尚不清楚。这项研究报告了一项涉及30名弓箭手为期四周的正式用户研究的结果。设计并开发了一个综合系统,将虚拟现实游戏作为软件组件与必要的硬件集成在一起,作为治疗的媒介。此外,为方便数据收集,还制定了针对目标恐慌的量身定制问卷。结果显示,所提出的方法与传统方法之间存在统计学上的显著差异,并且数字环境中的成就与现实世界中的表现之间存在强烈的正相关关系。研究结果表明,对于患有目标恐慌症的弓箭手来说,数字治疗可以成为一种可行的工具,而且某些人格特征,如责任心,与治疗效果密切相关。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Paykan: Virtual reality gaming as a therapeutic tool for target panic disorder
The detrimental effects of stress and anxiety on mental and physical health are well-documented. In the context of professional athletics, high levels of pressure and anxiety can lead to a decline in performance and a regression in well-honed skills, a phenomenon known as performance blocks. While traditional methods have been employed to mitigate these blocks, recent studies have demonstrated the efficacy of digital approaches, especially virtual reality and serious games, in addressing mental and physical disorders. The application of digital treatments to target panic, a specific type of performance block which is a prevalent issue among professional archers, remains understudied. Furthermore, the relationship between personality traits and treatment efficacy remains unclear. This study reports on the findings of a formal user study involving 30 archers over a four-week period. A comprehensive system was designed and developed, integrating a virtual reality game as the software component alongside the necessary hardware, serving as the medium for treatment. Additionally, a tailored questionnaire addressing target panic was formulated to facilitate data collection. The results reveal a statistically significant difference between the proposed method and traditional approaches, as well as a strong positive correlation between achievements in the digital environment and real-world performance. The findings suggest that digital treatment can be a viable tool for archers experiencing target panic disorder, and that certain personality traits, such as conscientiousness, are closely tied to treatment effectiveness.
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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