回顾:基于cbt的严肃游戏改善认知情绪调节和焦虑障碍

IF 1.6 Q2 EDUCATION & EDUCATIONAL RESEARCH International Journal of Serious Games Pub Date : 2023-09-04 DOI:10.17083/ijsg.v10i3.603
Yew Ken Heng, Jasy Suet Yan Liew, M. Abdullah, Ying Tang, Nathan R. Prestopnik
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引用次数: 0

摘要

游戏已经显示出成功的干预结果,可以用来补充治疗焦虑症。然而,当前的严肃游戏解决方案是基于任务而不是基于故事。我们提出ReWIND,一个严肃的角色扮演游戏(RPG)应用认知行为疗法(CBT)来设计焦虑相关的故事情节和游戏机制。《ReWIND》将CBT元素和策略无缝整合到游戏故事中,从而推动了最先进的心理健康游戏的发展,这样玩家就可以在玩游戏的过程中了解CBT是如何应用于焦虑情境的。我们的目标是检验ReWIND在改善认知情绪调节和焦虑障碍方面的有效性。通过一项随机对照试验,招募了40名参与者,其中一半被随机分配玩“倒带”,而另一半则从事非游戏任务。在干预前后测量焦虑和认知情绪调节水平。我们的研究结果表明,与非游戏任务相比,“倒带”显著降低了焦虑症状的严重程度和特质焦虑水平,并更好地提高了对焦虑的感知控制。ReWIND在现实生活中的可用性和实用性也获得了好评,帮助参与者更好地应对焦虑症。
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ReWIND: A CBT-Based Serious Game to Improve Cognitive Emotion Regulation and Anxiety Disorder
Games have shown successful intervention outcomes and can be used to complement the treatment of anxiety disorders. However, current serious game solutions are designed to be task-based rather than story-based. We present ReWIND, a serious role-playing game (RPG) applying cognitive behavioral therapy (CBT) to design anxiety-relevant storylines and game mechanics. ReWIND advances state-of-the-art mental health games by seamlessly integrating CBT elements and strategies into the game’s storytelling so players can learn how CBT is applied in anxiety scenarios as they play through the game. Our goal is to examine the effectiveness of ReWIND in improving cognitive emotion regulation and anxiety disorders. Through a randomized controlled trial, 40 participants were recruited, of whom half were randomly assigned to play ReWIND while the others worked on a non-game task. Anxiety and cognitive emotion regulation levels were measured before and after the interventions. Our findings show ReWIND significantly reduces the severity level of anxiety symptoms and trait anxiety levels and increases perceived control of anxiety better than the non-game task. ReWIND also obtained positive ratings for its usability and practicality in real life, helping participants to cope better with anxiety disorders.
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来源期刊
International Journal of Serious Games
International Journal of Serious Games EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
3.80
自引率
16.70%
发文量
21
审稿时长
12 weeks
期刊最新文献
Evaluation of an industrial case of gamification in software quality improvement ReWIND: A CBT-Based Serious Game to Improve Cognitive Emotion Regulation and Anxiety Disorder Predictors of Flow Experience and Knowledge Acquisition in a STEM Game Serious Games and Experiential Learning: Options for Engineering Education Editorial, Vol. 10, No. 3
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