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Professor Guidedc.contributor.advisorJiménez, Juan Pablo
Professor Guidedc.contributor.advisorKrause, Mariane
Professor Guidedc.contributor.advisorPreiss, David
Authordc.contributor.authorCarrasco Guzmán, Álvaro Ernesto
Admission datedc.date.accessioned2021-10-05T18:49:50Z
Available datedc.date.available2021-10-05T18:49:50Z
Publication datedc.date.issued2014
Identifierdc.identifier.urihttps://repositorio.uchile.cl/handle/2250/182148
Abstractdc.description.abstractAim: Technology and the internet are new platforms to deliver information, to interconnect people and to offer interactive media. The potential of technology has been explored, in promising ways, for the treatment and prevention of different psychological disorders. Also, since several decades ago, the potential of video games for the treatment and prevention of psychological disorders has been explored with positive results. The main goals of this study were two: a) to design an online adventure video game as complementary tool in psychotherapeutic processes of adolescent women with symptoms of depression; b) to evaluate the acceptability by female adolescents of an online video game as a complementary tool in psychotherapy. Methods: a) Design phase. The game design followed a user oriented iterative process. First, focus groups with teenage girls were conducted to obtained ideas for the video game story. The first prototypes were play tested with some girls. Besides, the video game design process was accompanied and reviewed by 5 psychotherapists. b) Pilot study. Therapist (5) invited patients (15) to play the game. After patients played the video game, they responded the online acceptability and game experience questionnaires. In the sessions that followed therapist and patients reflected on the relation of the video game and the patients‘ situation. Later, psychotherapists were interviewed to obtain their opinions about the experience. Results: It was possible to design an adventure video game, sustained in psychological theory that provided a positive game experience for some depressive patients and that it was useful in the context of their psychotherapies. Discussion: One of the most important contributions of this work is that the video game prototype and the experiences presented provide evidence that future developments and research on video games for mental health are worthwhile. This was a very simple game, a prototype that recognizes a future in which interactive devices and artificial intelligence will offer vast possibilities for education and mental health. Keywords: Video game for mental health, interactive narratives, depression, psychotherapy with adolescents, psychoeducation.es_ES
Lenguagedc.language.isoeses_ES
Publisherdc.publisherUniversidad de Chilees_ES
Type of licensedc.rightsAttribution-NonCommercial-NoDerivs 3.0 United States*
Link to Licensedc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/us/*
Keywordsdc.subjectDepresión - Tratamientoes_ES
Keywordsdc.subjectPsicoterapia - Métodoses_ES
Keywordsdc.subjectJuegos de videoes_ES
Títulodc.titleDesign and pilot study of an adventere video game as a tool in psychotherapeutic processes of adolescent women with symptoms of depressiones_ES
Document typedc.typeTesises_ES
dc.description.versiondc.description.versionVersión original del autores_ES
dcterms.accessRightsdcterms.accessRightsAcceso abiertoes_ES
Catalogueruchile.catalogadorprves_ES
Departmentuchile.departamentoEscuela de Postgradoes_ES
Facultyuchile.facultadFacultad de Medicinaes_ES
uchile.gradoacademicouchile.gradoacademicoDoctoradoes_ES
uchile.notadetesisuchile.notadetesisTesis para optar al grado de Doctor en Psicoterapia.es_ES


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Attribution-NonCommercial-NoDerivs 3.0 United States
Except where otherwise noted, this item's license is described as Attribution-NonCommercial-NoDerivs 3.0 United States