학술논문

A VR-Based Serious Game for Studying Emotional Regulation in Adolescents
Document Type
Periodical
Source
IEEE Computer Graphics and Applications IEEE Comput. Grap. Appl. Computer Graphics and Applications, IEEE. 35(1):65-73 Jan, 2015
Subject
Computing and Processing
General Topics for Engineers
Game theory
Serious games
Training
Avatars
Emotion recognition
Biomedical monitoring
computer graphics
serious games
virtual reality
emotional regulation
Unity3D
ECG
Language
ISSN
0272-1716
1558-1756
Abstract
People all use more or less adapted strategies to confront adverse emotional situations in their lives without being psychologically affected. The emotional regulation (ER) strategies that we use determine the way in which we feel, express, and behave. Moreover, ER strategies are particularly important in adolescents, a population for which ER strategy deficits can be linked to the appearance of numerous mental health disorders, such as depression or anxiety, or disruptive behaviors. Thus, the early detection of dysfunctional ER strategies and training in adaptive ER strategies can help prevent future occurrences of possible behavioral and psychosocial disorders. In this article, the authors present the GameTeen System (GT-System), a novel instrument based on virtual reality and serious games for the assessment and training of ER strategies in adolescents. The results of their preliminary evaluation suggest that this system can effectively train and evaluate emotional regulation strategies in adolescents.