Abstract

Anxiety disorders are among the most frequently diagnosed mental health problems in children, leading to potentially devastating outcomes on a personal level and high costs for society. Although evidence-based interventions are readily available, their outcomes are often disappointing and variable. In particular, existing interventions are not effective long-term nor tailored to differences in individual responsiveness. We therefore need a new approach to the prevention and treatment of anxiety in children and a commensurate scientific methodology to uncover individual profiles of change. We argue that applied games have a great deal of potential for both. The current paper presents results from a recent pilot study using a biofeedback virtual reality game (DEEP). DEEP integrates established therapeutic principles with an embodied and intuitive learning process towards improved anxiety regulation skills.

Authors

van Rooij M; Lobel A; Harris O; Smit N; Granic I

Pagination

pp. 1989-1997

Publisher

Association for Computing Machinery (ACM)

Publication Date

May 7, 2016

DOI

10.1145/2851581.2892452

Name of conference

Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems

Labels

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