Exploring the Relationship Between Gameplay Log Data and Depression & Anxiety DOI
Soroush Elyasi,

Arya Varasteh Nezhad,

Fattaneh Taghiyareh

и другие.

Опубликована: Дек. 26, 2023

Depression and Anxiety are prevalent mental health disorders affecting millions worldwide. Identifying these accurately promptly is crucial to ensure that individuals can receive appropriate treatment. This paper proposes using a game identify behavioral patterns indicate depression anxiety. Our study involved 56 university students. In this paper, we used statistical tools such as calculating Correlation, Linear Regression, Kolmogorov–Smirnov, ANOVA, Mann–Whitney U test analyze our data. For research, designed shooter memory-based challenge by creating exciting stressful moments. Using serious games offers several advantages over traditional methods, like increasing accuracy reducing bias removing self-reports monitoring player behaviors for extended periods. results parameters significantly related These include the number of guesses surrendering in memory games, manner movements, losing perks, lives, enemies colliding with player, playing win games. We also found log size skipping tutorials each were Lastly, age getting help from others identified significant factors. Overall, research highlights potential an alternative tool assessing understanding anxiety disorders. By leveraging interactive nature researchers clinicians gain valuable insights into individuals' conditions, leading improved identification treatment outcomes.

Язык: Английский

The promise of the metaverse in mental health: the new era of MEDverse DOI
Antonio Cerasa, Andrea Gaggioli, Flavia Marino

и другие.

Heliyon, Год журнала: 2022, Номер 8(11), С. e11762 - e11762

Опубликована: Ноя. 1, 2022

Язык: Английский

Процитировано

79

Effective affective EEG-based indicators in emotion-evoking VR environments: an evidence from machine learning DOI Creative Commons
Ivonne Angélica Castiblanco Jiménez, Elena Carlotta Olivetti, Enrico Vezzetti

и другие.

Neural Computing and Applications, Год журнала: 2024, Номер unknown

Опубликована: Сен. 19, 2024

Язык: Английский

Процитировано

7

Virtual reality for healthcare: A scoping review of commercially available applications for head-mounted displays DOI Creative Commons
Samar Helou, Nour Khalil,

Melissa Daou

и другие.

Digital Health, Год журнала: 2023, Номер 9

Опубликована: Янв. 1, 2023

This scoping review aimed to describe the scope of commercially available virtual reality (VR) healthcare applications for mainstream head-mounted displays (HMD)s.A search was conducted during late April and early May 2022 over five major VR app stores using "health," "healthcare," "medicine," "medical" as keywords. Apps were screened based on their title description sections. Metadata collected included: title, description, release date, price (free or paid), multilingual support, store availability, HMD support.The yielded 1995 apps, out which 60 met inclusion criteria. The analysis showed that number apps has been steadily increasing since 2016, but no developer released more than two so far. Most reviewed can run HTC Vive, Oculus Quest, Valve Index. Thirty-four (56.7%) had a free version, 12 (20%) multilingual, i.e., supported languages other English. fell into eight themes: life science education (3D anatomy, physiology pathology, biochemistry, genetics); rehabilitation (physical, mental, phobia therapy); public health training (safety, life-saving skills, management); medical (surgical patient simulators); role-playing patient; 3D imagery viewing; children's health; online communities.Although commercial is still in its phases, end-users already access broad range HMDs. Further research needed assess usefulness usability existing apps.

Язык: Английский

Процитировано

12

A Scoping Review: Exploring the Role of Serious Game for Combating Postnatal Depression in New Parents (Preprint) DOI Creative Commons

Weijie Wang,

Erika Penney, Valérie Gay

и другие.

Опубликована: Янв. 1, 2025

UNSTRUCTURED Perinatal mental health issue are now recognised as a significant public concern all over the world. The global prevalence of Postnatal Depression (PND) was found to be approximately 17.22%. Current reviews lack focus on digital interventions targeting parents in late pregnancy or postnatal stages, instead centering other populations with depression. Few address how gamified can promote help-seeking behaviors for PND. Existing studies prioritize symptom relief fostering behaviors. Therefore, this study aims at identifying what serious games have been applied support treatment PND and gaps still left explore. As result search filter process, 13 works were completely reviewed, analyzed categorized paper. In reviewed papers include games, casual video game, game-based learning program, gamification apps commercial games. Implications these finding application will discussed.

Язык: Английский

Процитировано

0

Physiological Factors Based Depression Assessment in Virtual Reality DOI

Xiao Liu,

Xiaoping Che,

Chenxin Qu

и другие.

Lecture notes in computer science, Год журнала: 2025, Номер unknown, С. 71 - 83

Опубликована: Янв. 1, 2025

Язык: Английский

Процитировано

0

The use of virtual reality to reduce mental health stigma among healthcare and non-healthcare students: a systematic review DOI Creative Commons
Raul Szekely, Oliver Mason, Dávid Fröhlich

и другие.

Behaviour and Information Technology, Год журнала: 2023, Номер unknown, С. 1 - 18

Опубликована: Июль 4, 2023

Healthcare professionals, including students, may express stigmatising attitudes towards mental illness. Virtual reality is thought to provide a novel insight into the experiences of individuals with health conditions and reduce stigma. This study aims systematically review evidence concerning use virtual as an educational tool stigma in healthcare non-healthcare students. Literature searches were conducted across four electronic databases. Studies eligible if they targeted or used any form reality, focused on conditions, measured changes stigma-related outcomes. Fifteen studies, which eight included synthesised narratively. Both immersive non-immersive technologies used, most simulations symptoms. Different outcomes measured, stereotypes, prejudice, discrimination, all studies relied self-report instruments. There support for using among but not While might be effective ones, focus psychopathology lack information appear increase Stereotypes discriminatory intentions susceptible change.

Язык: Английский

Процитировано

7

Games for Mental Health DOI
Nilufar Baghaei, Hai‐Ning Liang, John A. Naslund

и другие.

Games for Health Journal, Год журнала: 2022, Номер 11(6), С. 337 - 340

Опубликована: Ноя. 3, 2022

Язык: Английский

Процитировано

6

The EXPERIENCE Project: Unveiling Extended-Personal Reality Through Automated VR Environments and Explainable Artificial Intelligence DOI
Gaetano Valenza, Mariano Alcañíz, Antonio Luca Alfeo

и другие.

2022 IEEE International Conference on Metrology for Extended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE), Год журнала: 2023, Номер unknown, С. 757 - 762

Опубликована: Окт. 25, 2023

Virtual reality (VR) technology offers immersive experiences, but its widespread adoption is hindered by technical barriers and a lack of consideration for users' physiological changes. This paper provides an overview the EXPERIENCE system, which addresses these challenges enabling individuals to create VR environments using portable devices without expertise. The project introduces Extended-Personal Reality (EPR), capturing subjective experiences through responses, psychological descriptors, behavioral outcomes. comprehensive EPR environment allows personalized exchanges emotional responses. integration explainable AI, multisensory biofeedback, individualized perceptions time space enables dynamic calibration manipulation environment. focuses on minimizing distance, particularly in temporal spatial perception, enhance user experiences. holds significant potential healthcare mood disorders, as well gaming, e-learning, neuroeconomics, offering user-friendly platform virtual potentially creating new market unique worlds tailored individuals' states.

Язык: Английский

Процитировано

3

The future potential of virtual reality countermeasures for maintaining behavioural health during long duration space exploration DOI Creative Commons
Laura Thomas

Frontiers in Virtual Reality, Год журнала: 2023, Номер 4

Опубликована: Апрель 21, 2023

Long duration space exploration is no longer a fantasy, with Elon Musk claiming to launch astronauts Mars as early 2029. The substantial increase in spaceflight required for mission has resulted stronger focus on behavioural health outcomes at NASA, increased interest using virtual reality countermeasures both monitor and promote psychological wellbeing. From the perspective of practitioner psychologist, this paper first considers utility assessment emerging concerns remote monitoring purposes. Key opportunities include functional cognitive testing leveraging predictive abilities multimodal data personalised insights into symptomology. Suggestions are given how can self-monitor usage leisure activities that facilitate positive emotional experiences. Secondly, potential develop deliver semi-structured therapeutic interventions such collaborative cognitive-behavioural formulation absence real-time communication discussed. Finally, considerations responsible implementation tools reviewed within context fostering safety reducing stigma.

Язык: Английский

Процитировано

2

Brain-Metaverse Interaction for Anxiety Regulation DOI
Nanlin Jin, Ye Wu,

Jeongyeong Park

и другие.

Опубликована: Май 12, 2023

Metaverse has become a powerful tool for conducting research in many domains, including education, social science, and healthcare. It mixes the virtual physical environments can produce various stimuli users to experience be immersed virtual-real environment. However, at present, these are preset immobile, not responding user's changing requirements. In addition, it lacks studies on how brain signals might suggest demand or preference specific VR content if/how interact with users' brains directly, hands-free, without verbal instructions. As metaverse's natural association learning activities, receiving directly from will offer firm edge explore mental health issues. This proposes new framework, namely Brain-Metaverse Interaction (BMI), which enables direct interaction between adaptation of an iterative evolving manner. Our experiment based this framework shows promising results, although suffering typical limitations hardware devices data acquisition, such as signal noise EEG sensitivity latency device.

Язык: Английский

Процитировано

2