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dc.contributor.authorBotella, Cristina
dc.contributor.authorBretón-López, Juana
dc.contributor.authorQuero, Soledad
dc.contributor.authorBaños, Rosa Maria
dc.contributor.authorDíaz-García, Amanda
dc.contributor.authorZaragozá, Irene
dc.contributor.authorAlcañiz, Mariano
dc.date.accessioned2012-09-17T11:20:23Z
dc.date.available2012-09-17T11:20:23Z
dc.date.issued2011-01
dc.identifier.citationComputers in Human Behavior (January 2011), vol. 27, no. 1, 217-227ca_CA
dc.identifier.issn0747-5632
dc.identifier.urihttp://hdl.handle.net/10234/47387
dc.description.abstractIn vivo exposure has proved its efficacy in the treatment of specific phobias; however, not all patients benefit from it. Communication and information technologies such as Virtual Reality (VR) and Augmented Reality (AR) have improved exposure treatment adherence and acceptance. Serious games (SG) could also be used in order to facilitate exposure treatment. A line of research on SG is emerging which focuses on health issues. We have developed a SG for the treatment of cockroach phobia that uses a mobile phone as the application device. This work examines results of an N = 1 study about whether the use of this mobile game can facilitate treatment of this specific phobia preparing her for the AR exposure. A 25-year-old woman with cockroach phobia participated in the study. Results showed that the use of the mobile game reduced her level of fear and avoidance before a “one-session” AR exposure treatment was applied, following the guidelines by Öst. The participant found very helpful the use of the SG before the AR exposure session and she was willing to use it after the AR exposure session as a homework assignment. Although the results of this study are preliminary, SG appears to be a line of research of high interest in clinical psychology for the treatment of specific phobiasca_CA
dc.description.sponsorShipThe research presented in this paper was funded in part by Ministerio de Educación y Ciencia, Spain,PROYECTOS CONSOLIDER-C (SEJ2006-14301/PSIC), Ministerio de Ciencia e Innovación (PSI2008-04392), Generalitat Valenciana, Conselleria de Educación Programa de Investigación de ExcelenciaPROMETEO (2008/157), and CIBER. CIBER Fisiopatología de la Obesidad y Nutrición is an initiative of ISCIIIca_CA
dc.format.extent11 p.ca_CA
dc.format.mimetypeapplication/pdfca_CA
dc.language.isoengca_CA
dc.publisherElsevierca_CA
dc.rights© 2010 Elsevier B.V. All rights reservedca_CA
dc.rights.urihttp://rightsstatements.org/vocab/InC/1.0/*
dc.subjectSerious gamesca_CA
dc.subjectAugmented realityca_CA
dc.subjectVirtual realityca_CA
dc.subjectPhobiasca_CA
dc.subjectMobile phonesca_CA
dc.subjectExposure treatmentca_CA
dc.titleTreating cockroach phobia using a serious game on a mobile phone and augmented reality exposure: a single case studyca_CA
dc.typeinfo:eu-repo/semantics/articleca_CA
dc.identifier.doihttp://dx.doi.org/10.1016/j.chb.2010.07.043
dc.rights.accessRightsinfo:eu-repo/semantics/restrictedAccessca_CA
dc.relation.publisherVersionhttp://www.sciencedirect.com/science/article/pii/S0747563210002396ca_CA
dc.type.versioninfo:eu-repo/semantics/publishedVersionca_CA


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