患有严重疾病的社交孤立青少年的社交VR

U. Udapola
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引用次数: 0

摘要

患有严重疾病的青少年在住院期间面临各种社会心理和精神健康挑战。与家庭和同龄人的社会隔离被认为是这一群体的一个重大问题。已经提出了一些数字干预措施来将这些年轻人与其他人联系起来,例如视频会议、社交媒体、社交机器人和在线游戏。迄今为止的研究发现,这些对青少年的健康有益。社交虚拟现实是一种相对新颖的社交互动机制,允许用户在身临其境的3D虚拟环境中进行社交互动。游戏玩法通常被认为是用户粘性的激励因素。因此,将游戏化应用于社交VR空间将鼓励和激励社交孤立的青少年参与社交活动。本研究项目的主要目标是通过促进与同龄人的积极互动来提高社会孤立青少年的社会参与。我们希望发现参与干预是否会减少与社会孤立相关的问题。
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Social VR for Socially Isolated Adolescents with Significant Illnesses
Adolescents with significant illnesses face various psychosocial and mental wellbeing challenges during hospitalisation. Social isolation from family and peers is identified as a significant concern for this group. Several digital interventions have been proposed to connect these young people with others, such as video conferencing, social media, social robots, and online games. Research so far has found those to be beneficial for adolescents’ wellbeing. Social VR is a relatively novel social interaction mechanism that allows users to interact socially within an immersive 3D virtual environment with embodiment experience. Game-play is generally identified as a motivational factor in user engagement. Therefore, applying gamification into social VR space would encourage and motivate socially isolated adolescents to engage socially. The main goal of this research project is to enhance the social engagement of socially isolated adolescents by fostering positive interactions with their peers. We expect to discover if engaging with the intervention will decrease problems associated with social isolation.
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