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虚拟化身在电子心理健康干预中能发挥什么作用?探索客户与治疗师互动的新模式。

What Role Can Avatars Play in e-Mental Health Interventions? Exploring New Models of Client-Therapist Interaction.

作者信息

Rehm Imogen C, Foenander Emily, Wallace Klaire, Abbott Jo-Anne M, Kyrios Michael, Thomas Neil

机构信息

National eTherapy Centre, Centre for Mental Health, Swinburne University of Technology , Melbourne, VIC , Australia.

Research School of Psychology, College of Medicine, Biology and Environment, Australian National University , Canberra, ACT , Australia.

出版信息

Front Psychiatry. 2016 Nov 18;7:186. doi: 10.3389/fpsyt.2016.00186. eCollection 2016.


DOI:10.3389/fpsyt.2016.00186
PMID:27917128
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC5114267/
Abstract

In the burgeoning field of e-mental health interventions, avatars are increasingly being utilized to facilitate online communication between clients and therapists, and among peers. Avatars are digital self-representations, which enable individuals to interact with each other in computer-based virtual environments. In this narrative review, we examine the psychotherapeutic applications of avatars that have been investigated and trialed to date. Five key applications were identified (1) in the formation of online peer support communities; (2) replicating traditional modes of psychotherapy by using avatars as a vehicle to communicate within a wholly virtual environment; (3) using avatar technology to facilitate or augment face-to-face treatment; (4) as part of serious games; and (5) communication with an autonomous virtual therapist. Across these applications, avatars appeared to serve several functions conducive to treatment engagement by (1) facilitating the development of a virtual therapeutic alliance; (2) reducing communication barriers; (3) promoting treatment-seeking through anonymity; (4) promoting expression and exploration of client identity; and (5) enabling therapists to control and manipulate treatment stimuli. Further research into the feasibility and ethical implementation of avatar-based psychotherapies is required.

摘要

在蓬勃发展的电子心理健康干预领域,化身越来越多地被用于促进客户与治疗师之间以及同伴之间的在线交流。化身是数字自我表征,使个体能够在基于计算机的虚拟环境中相互交互。在这篇叙述性综述中,我们考察了迄今为止已被研究和试验的化身的心理治疗应用。确定了五个关键应用:(1)在在线同伴支持社区的形成中;(2)通过将化身用作在完全虚拟环境中进行交流的工具来复制传统心理治疗模式;(3)使用化身技术促进或增强面对面治疗;(4)作为严肃游戏的一部分;(5)与自主虚拟治疗师进行交流。在这些应用中,化身似乎发挥了几种有利于治疗参与的功能:(1)促进虚拟治疗联盟的发展;(2)减少沟通障碍;(3)通过匿名促进寻求治疗;(4)促进客户身份的表达和探索;(5)使治疗师能够控制和操纵治疗刺激。需要对基于化身的心理治疗的可行性和伦理实施进行进一步研究。

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