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探索墨西哥心理治疗师对严肃游戏在临床实践中的知识掌握情况及使用态度。

Exploring Mexican psychotherapist's attitudes towards knowledge and use of serious games in clinical practice.

作者信息

Tiburcio Marcela, Martínez-Vélez Nora Angélica, Bernal-Pérez Rosalía Pilar, Huss Jessica, Eichenberg Christiane

机构信息

Department of Social Sciences in Health, Direction of Epidemiological and Psychosocial Research, Ramón de la Fuente Muñiz National Institute of Psychiatry, Mexico City, México.

Department of Psychology, University of Kassel, Kassel, Germany.

出版信息

Front Digit Health. 2025 Jul 11;7:1584171. doi: 10.3389/fdgth.2025.1584171. eCollection 2025.

Abstract

OBJECTIVE

To explore the perceptions, attitudes, and use of serious games (SG) in psychotherapeutic intervention from the perspective of psychotherapists in Mexico.

METHODS

An online survey was conducted using snowball sampling through social media. The participation of psychotherapists was sought, regardless of their theoretical approach. The questionnaire, available through SurveyMonkey, explored demographics, experience with electronic devices and computer games, experience with SG, and attitudes toward SG use. Two hundred and sixteen health professionals participated, yielding 135 (62.5%) complete questionnaires; 74.1% of the respondents were women. Participants had an average age of 35 (SD + 11) and 9.5 (SD + 8.5) years of clinical experience. The most common psychotherapeutic approach was cognitive-behavioral (66.7%).

RESULTS

Nearly all respondents used a technological modality as part of psychotherapy but only nine (6.6%) reported using SG. Participants considered that SG could be used to treat anxiety and emotional and impulse control disorders with a mild to moderate degree of severity. A total of 4.8% of therapists showed unfavorable attitudes and 9.8% highly favorable attitudes towards SG; no statistically significant differences were observed by sex, age, years of experience, or psychotherapeutic approach. Although SG are a little-known care modality in Mexico, some potential benefits have been acknowledged, particularly in the care of adolescents and young people, for specific skills training. More information on their advantages and disadvantages should be made available to those seeking care and health professionals.

摘要

目的

从墨西哥心理治疗师的角度探讨严肃游戏(SG)在心理治疗干预中的认知、态度和使用情况。

方法

通过社交媒体采用滚雪球抽样法进行在线调查。寻求心理治疗师的参与,无论其理论方法如何。通过SurveyMonkey提供的问卷,探讨了人口统计学、电子设备和电脑游戏使用经验、严肃游戏使用经验以及对使用严肃游戏的态度。216名卫生专业人员参与,得到135份(62.5%)完整问卷;74.1%的受访者为女性。参与者的平均年龄为35岁(标准差+11),临床经验为9.5年(标准差+8.5)。最常见的心理治疗方法是认知行为疗法(66.7%)。

结果

几乎所有受访者都将技术手段作为心理治疗的一部分,但只有9人(6.6%)报告使用过严肃游戏。参与者认为,严肃游戏可用于治疗轻度至中度严重程度的焦虑症以及情绪和冲动控制障碍。共有4.8%的治疗师对严肃游戏持负面态度,9.8%持高度正面态度;在性别、年龄、经验年限或心理治疗方法方面未观察到统计学上的显著差异。尽管严肃游戏在墨西哥是一种鲜为人知的护理方式,但一些潜在益处已得到认可,特别是在青少年护理方面,用于特定技能培训。应向寻求护理的人和卫生专业人员提供更多关于其优缺点的信息。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/32ef/12289558/7a502be028e5/fdgth-07-1584171-g001.jpg

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