Vara-Villodre, MD.; Baños Rivera, RM.; Rasal, P.; Rodríguez Ortega, A.; Rey, B.; Wrzesien, M.; Alcañiz Raya, ML. (2016). A game for emotional regulation in adolescents: The (body) interface device matters. Computers in Human Behavior. 57:267-273. https://doi.org/10.1016/j.chb.2015.12.033
Por favor, use este identificador para citar o enlazar este ítem: http://hdl.handle.net/10251/78111
Título:
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A game for emotional regulation in adolescents: The (body) interface device matters
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Autor:
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Vara-Villodre, Maria Dolores
Baños Rivera, Rosa María
Rasal, Paloma
Rodríguez Ortega, Alejandro
Rey, Beatriz
Wrzesien, Maja
Alcañiz Raya, Mariano Luis
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Entidad UPV:
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Universitat Politècnica de València. Instituto Interuniversitario de Investigación en Bioingeniería y Tecnología Orientada al Ser Humano - Institut Interuniversitari d'Investigació en Bioenginyeria i Tecnologia Orientada a l'Ésser Humà
Universitat Politècnica de València. Departamento de Ingeniería Gráfica - Departament d'Enginyeria Gràfica
Universitat Politècnica de València. Escuela Técnica Superior de Ingeniería Agronómica y del Medio Natural - Escola Tècnica Superior d'Enginyeria Agronòmica i del Medi Natural
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Fecha difusión:
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Resumen:
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The aim of this study is to evaluate the role of the type of interface device in the efficacy of a serious game that teaches emotional regulation (ER) strategies in a non-clinical sample of adolescents. We conducted a ...[+]
The aim of this study is to evaluate the role of the type of interface device in the efficacy of a serious game that teaches emotional regulation (ER) strategies in a non-clinical sample of adolescents. We conducted a between-participants experiment in which participants (N = 61) played a frustration induction game, and then an ER game (a breathing strategy game), using one of three types of devices (computer, smartphone, and RGB-D camera). Frustration mood and perceived arousal were the main variables measured. Results revealed a significant interaction between moment (pre-induction phase, post-induction phase, and regulation phase) and the type of interface device used in the frustration mood scores. In participants who used the computer and smartphone, frustration increased after the induction phase and decreased after the regulation phase. However, for participants who used the RGB-D camera, frustration decreased significantly after the induction phase, and this change was maintained after the regulation phase. Changes in arousal were similar with the three devices. This study highlights that the type of interface device (and specifically, the participation of the body) is a crucial variable in the efficacy of serious games affecting users emotional experience.
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Palabras clave:
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Serious games
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Emotional regulation
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User interface
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Adolescents
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Embodiment
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Derechos de uso:
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Cerrado |
Fuente:
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Computers in Human Behavior. (issn:
0747-5632
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DOI:
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10.1016/j.chb.2015.12.033
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Editorial:
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Elsevier
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Versión del editor:
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http://dx.doi.org/10.1016/j.chb.2015.12.033
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Código del Proyecto:
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info:eu-repo/grantAgreement/MICINN//TIN2010-20187/ES/ENTORNOS INMERSIVOS Y PERSUASIVOS PARA LA EVALUACION Y ENTRENAMIENTO DE ESTRATEGIAS DE REGULACION EMOCIONAL. APLICACION A LA EDUCACION PSICOSOCIAL EN ADOLESCENTES/
info:eu-repo/grantAgreement/MINECO//PSI2014-56303-REDT/ES/INVESTIGACION EN PROCESOS, MECANISMOS Y TRATAMIENTOS PSICOLOGICOS PARA LA PROMOCION DE LA SALUD MENTAL/ /
info:eu-repo/grantAgreement/MINECO//PSI2014-51928-R/ES/EMBODIMENT Y TRASTORNOS ALIMENTARIOS: EL ESTUDIO DEL CUERPO Y SUS IMPLICACIONES EN LA PSICOPATOLOGIA DE LA IMAGEN CORPORAL./
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Agradecimientos:
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This work was supported by the Ministerio de Educacion y Ciencia (Spain), Project Game Teen (TIN2010-20187), and partially by Ministerio de Economia y Competitividad (Spain) under grants "PROMOSAM" (PSI2014-56303-REDT), ...[+]
This work was supported by the Ministerio de Educacion y Ciencia (Spain), Project Game Teen (TIN2010-20187), and partially by Ministerio de Economia y Competitividad (Spain) under grants "PROMOSAM" (PSI2014-56303-REDT), "BODYTA" (Plan Nacional I + D + I 2013-2016 PSI2014-51928-R), and CIBEROBN, an initiative of ISCIII (ISC III CB06 03/0052).
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Tipo:
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Artículo
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