• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

重新思考在线治疗游戏:一项可用性研究。

The REThink Online Therapeutic Game: A Usability Study.

作者信息

Iuga Ioana Alexandra, Tomoiaga Cristina Teodora, David Oana Alexandra

机构信息

Evidence-Based Psychological Assessment and Interventions Doctoral School, Babeș-Bolyai University, 400015 Cluj-Napoca, Romania.

Department of Clinical Psychology and Psychotherapy, Babeș-Bolyai University, 400015 Cluj-Napoca, Romania.

出版信息

Children (Basel). 2023 Jul 25;10(8):1276. doi: 10.3390/children10081276.

DOI:10.3390/children10081276
PMID:37628275
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC10453373/
Abstract

BACKGROUND

Children and adolescents' help-seeking behaviors are often limited by fear, uncertainty, and stigma, as well as challenges with finding the right intervention, help, and a lack of familiarity with the process. A promising direction for the development of therapeutic interventions targeted at children is embedding them into gamified interventions, known as therapeutic or serious games. The aim of this paper is to describe the protocol of the beta REThink therapeutic game and to evaluate the usability of the game in a sample of children and adolescents.

METHODS

The study was delivered in schools, where 137 children and adolescents aged between 9 and 16 years old played the levels of the REThink game, followed by filling in the usability questionnaire.

FINDINGS

The results show above average evaluations for all levels of the game, for every dimension evaluated, namely presence/immersion, enjoyment, learning effectiveness, narratives, goal clarity, adequacy of learning material, and motivation. This study contributes to the literature on the usability of cognitive behavioral therapy-based therapeutic games for improvements in the emotion regulation abilities of children and adolescents, which can guide researchers interested in testing the REThink game in different protocols, as well to encourage its use by mental health specialists and parents.

摘要

背景

儿童和青少年的求助行为常常受到恐惧、不确定性、污名化的限制,同时在寻找合适的干预措施、帮助以及对相关过程缺乏了解方面也面临挑战。针对儿童开发治疗性干预措施的一个有前景的方向是将其嵌入游戏化干预中,即所谓的治疗性游戏或严肃游戏。本文旨在描述β版REThink治疗游戏的方案,并评估该游戏在儿童和青少年样本中的可用性。

方法

该研究在学校开展,137名年龄在9至16岁之间的儿童和青少年玩了REThink游戏的各个关卡,随后填写可用性问卷。

结果

结果显示,对于游戏的各个关卡,在每个评估维度上,即沉浸感、趣味性、学习效果、故事情节、目标清晰度、学习材料的充分性和动机等方面,评价均高于平均水平。本研究为基于认知行为疗法的治疗性游戏在提高儿童和青少年情绪调节能力方面的可用性文献做出了贡献,可为有兴趣在不同方案中测试REThink游戏的研究人员提供指导,也鼓励心理健康专家和家长使用该游戏。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c1a4/10453373/4c348236ee07/children-10-01276-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c1a4/10453373/4c348236ee07/children-10-01276-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c1a4/10453373/4c348236ee07/children-10-01276-g001.jpg

相似文献

1
The REThink Online Therapeutic Game: A Usability Study.重新思考在线治疗游戏:一项可用性研究。
Children (Basel). 2023 Jul 25;10(8):1276. doi: 10.3390/children10081276.
2
Gamified Assessment of the Emotion Regulation Abilities in Youth: Validation of the REThink Online System.游戏化的青少年情绪调节能力评估:REThink Online 系统的验证。
Games Health J. 2024 Jun;13(3):184-191. doi: 10.1089/g4h.2023.0011. Epub 2024 Jan 24.
3
Effectiveness of the REThink therapeutic online video game in promoting mental health in children and adolescents.REThink治疗性在线视频游戏在促进儿童和青少年心理健康方面的有效性。
Internet Interv. 2021 Apr 20;25:100391. doi: 10.1016/j.invent.2021.100391. eCollection 2021 Sep.
4
Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING).概念模糊性围绕游戏化和严肃游戏在医疗保健:文献综述和发展基于游戏的干预措施报告指南(GAMING)。
J Med Internet Res. 2021 Sep 10;23(9):e30390. doi: 10.2196/30390.
5
Do Improvements in Therapeutic Game-Based Skills Transfer to Real Life Improvements in Children's Emotion-Regulation Abilities and Mental Health? A Pilot Study That Offers Preliminary Validity of the hink In-game Performance Scoring.基于治疗游戏的技能提升能否转化为儿童情绪调节能力和心理健康在现实生活中的改善?一项为“思考”游戏内表现评分提供初步效度的试点研究。
Front Psychiatry. 2022 Mar 21;13:828481. doi: 10.3389/fpsyt.2022.828481. eCollection 2022.
6
Positive Attention Bias Trained during the Rethink Therapeutic Online Game and Related Improvements in Children and Adolescents' Mental Health.在反思治疗在线游戏中训练的积极注意力偏差与儿童和青少年心理健康的相关改善
Children (Basel). 2022 Oct 22;9(11):1600. doi: 10.3390/children9111600.
7
Usability, Acceptability, Feasibility, and Effectiveness of a Gamified Mobile Health Intervention (Triumf) for Pediatric Patients: Qualitative Study.针对儿科患者的一款游戏化移动健康干预措施(Triumf)的可用性、可接受性、可行性及有效性:定性研究
JMIR Serious Games. 2019 Sep 30;7(3):e13776. doi: 10.2196/13776.
8
Correlates of video games playing among adolescents in an Islamic country.伊斯兰国家青少年玩视频游戏的相关因素。
BMC Public Health. 2010 May 27;10:286. doi: 10.1186/1471-2458-10-286.
9
Relationship Between Children's Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study.一款用于营养教育的严肃视频游戏中儿童的愉悦感、用户体验满意度与学习之间的关系:实证性初步研究
JMIR Serious Games. 2020 Sep 17;8(3):e21813. doi: 10.2196/21813.
10
An Interactive Mobile App Game to Address Aggression (RegnaTales): Pilot Quantitative Study.一款用于解决攻击行为的交互式移动应用游戏(RegnaTales):初步定量研究。
JMIR Serious Games. 2019 May 8;7(2):e13242. doi: 10.2196/13242.

引用本文的文献

1
SAFEvR MentalVeRse.app: Development of a Free Immersive Virtual Reality Exposure Therapy for Acrophobia and Claustrophobia.SAFEvR MentalVeRse应用程序:一种用于治疗恐高症和幽闭恐惧症的免费沉浸式虚拟现实暴露疗法的开发。
Brain Sci. 2024 Jun 27;14(7):651. doi: 10.3390/brainsci14070651.
2
Resilience strengthening in youth with a chronic medical condition: a randomized controlled feasibility trial of a combined app and coaching program.慢性疾病青少年的韧性增强:一种联合应用程序和辅导计划的随机对照可行性试验。
Eur Child Adolesc Psychiatry. 2024 Sep;33(9):3273-3285. doi: 10.1007/s00787-024-02395-w. Epub 2024 Mar 2.

本文引用的文献

1
Are gains in emotional symptoms and emotion-regulation competencies after the REThink therapeutic game maintained in the long run? A 6-month follow-up.经过反思治疗游戏后,情绪症状和情绪调节能力方面的改善是否能长期维持?一项 6 个月随访研究。
Eur Child Adolesc Psychiatry. 2023 Oct;32(10):1853-1862. doi: 10.1007/s00787-022-02002-w. Epub 2022 May 20.
2
Mental Health Surveillance Among Children - United States, 2013-2019.儿童心理健康监测 - 美国,2013-2019 年。
MMWR Suppl. 2022 Feb 25;71(2):1-42. doi: 10.15585/mmwr.su7102a1.
3
Global Prevalence of Depressive and Anxiety Symptoms in Children and Adolescents During COVID-19: A Meta-analysis.
新冠疫情期间儿童和青少年抑郁和焦虑症状的全球患病率:一项荟萃分析。
JAMA Pediatr. 2021 Nov 1;175(11):1142-1150. doi: 10.1001/jamapediatrics.2021.2482.
4
Using virtual reality to treat aggressive behavior problems in children: A feasibility study.使用虚拟现实治疗儿童攻击性行为问题:一项可行性研究。
Clin Child Psychol Psychiatry. 2021 Oct;26(4):1062-1075. doi: 10.1177/13591045211026160. Epub 2021 Jun 20.
5
Feasibility, Acceptability, and Clinical Implementation of an Immersive Virtual Reality Intervention to Address Psychological Well-Being in Children and Adolescents With Cancer.沉浸式虚拟现实干预措施对癌症儿童和青少年心理幸福感的可行性、可接受性和临床实施。
J Pediatr Oncol Nurs. 2020 Jul/Aug;37(4):265-277. doi: 10.1177/1043454220917859.
6
Technology Delivered Interventions for Depression and Anxiety in Children and Adolescents: A Systematic Review and Meta-analysis.技术提供的儿童和青少年抑郁和焦虑干预措施:系统评价和荟萃分析。
Clin Child Fam Psychol Rev. 2019 Jun;22(2):147-171. doi: 10.1007/s10567-018-0271-8.
7
Is REThink therapeutic game effective in preventing emotional disorders in children and adolescents? Outcomes of a randomized clinical trial.REThink 治疗游戏是否能有效预防儿童和青少年的情绪障碍?一项随机临床试验的结果。
Eur Child Adolesc Psychiatry. 2019 Jan;28(1):111-122. doi: 10.1007/s00787-018-1192-2. Epub 2018 Jul 10.
8
Changes in irrational beliefs are responsible for the efficacy of the REThink therapeutic game in preventing emotional disorders in children and adolescents: mechanisms of change analysis of a randomized clinical trial.不合理信念的改变是 REThink 治疗性游戏预防儿童和青少年情绪障碍的疗效的原因:一项随机临床试验的变化机制分析。
Eur Child Adolesc Psychiatry. 2019 Mar;28(3):307-318. doi: 10.1007/s00787-018-1195-z. Epub 2018 Jul 9.
9
Mental Health Mobile Apps for Preadolescents and Adolescents: A Systematic Review.面向青春期前儿童和青少年的心理健康移动应用程序:一项系统综述。
J Med Internet Res. 2017 May 25;19(5):e176. doi: 10.2196/jmir.7332.
10
Serious Games and Gamification for Mental Health: Current Status and Promising Directions.用于心理健康的严肃游戏和游戏化:现状与前景方向。
Front Psychiatry. 2017 Jan 10;7:215. doi: 10.3389/fpsyt.2016.00215. eCollection 2016.