Pediatric Anxiety Intervention with an Entertaining Video Game
Pediatric Anxiety Intervention with an Entertaining Video Game
批准号:
8675536
负责人:
Kevin M. Kramer
金额:
$39.29万
依托单位国家:
美国
项目类别:
财政年份:
2014
资助国家:
美国
项目状态:
已结题
起止时间:
2014-05-01 至 2016-04-30
关键词:
11 year oldAdolescentAdultAgeAnxietyAnxiety DisordersAreaBehavior TherapyBiometryChildChild CareChildhoodClinicCognitive TherapyCommunicationCommunitiesComputer softwareComputersCoping SkillsDataDevelopmentDisciplineDistressDoctor of PhilosophyEnsureEnvironmentEvaluationExerciseFaceFacial ExpressionFamilyFriendshipsFrightGlosso-SterandrylGoalsHealthcareHousingHuman ResourcesImmersion Investigative TechniqueIndustryInterventionKnowledgeLifeLonelinessMeasuresMental DepressionMental HealthMethodsMinnesotaPatient CarePatient EducationPatientsPhasePrevalencePrincipal InvestigatorPsychologistPsychologyResearchResearch PersonnelResearch Project GrantsResourcesRiskSalesSchoolsScientistServicesSmall Business Innovation Research GrantSocial FunctioningSocial InteractionTablet ComputerTabletsTechnologyTherapeuticValidationVideo GamesWorkplaceartistbasebropiriminebullyingcareerchildhood anxietycollegecomputer human interactiondesigndigitalevidence baseexperiencefifth gradegazehandheld mobile devicehuman studyimprovedneurobehavioralnovelpeerprofessorprogramsprototypepublic health relevancesensorsimulationskillssocialsocial skillssoftware developmentsuccessvirtual reality
中文摘要
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英文摘要
Project Summary/Abstract
This project will develop an immersive video game for children with social anxiety disorder (SAD). The video
game will serve as a vehicle to deliver evidence-based Cognitive Behavioral Therapy (CBT) in an engaging
manner so that its target audience perceives it as entertainment rather than therapy. Social interactions are
crucial to success in all areas of life, e.g., classroom, workplace, family, and community. Social anxiety is
associated with social avoidance, social skill deficits, low peer acceptance, risk for being bullied, poorer
friendship quality, loneliness, depression, and lower educational, and career attainment. CBT in which children
gradually face their fears of increasing challenging social situations, i.e., exposure, is the most successful
treatment for social anxiety disorder. Unfortunately, only approximately 30% receive treatment, highlighting the
need for novel mediums for disseminating treatment. The development of immersive computer game programs
that specifically target improving neurobehavioral function requires cross-disciplinary expertise in computer
game development, neurobehavioral treatment interventions, and human-computer interaction methods for
children with SAD. This cross-discipline need has hindered the full development and validation of new game-
based interventions. The project brings together the necessary cross-discipline expertise which can devise the
intervention that are best suited for insertion into an immersive game environment; develop the array of
human-computer interaction tactics aimed at the intervention, and package it within an engaging, entertaining,
immersive computer game. The proposed approach is novel because it merges evidence-based CBT with
technology to increase player engagement and strengthen the intervention. The objective of the phase I
program is to establish the feasibility of the approach by designing and prototyping a partial implementation of
the proposed video game and performing an initial evaluation via a human study.
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