A Serious Game to Improve Emotion Regulation in Treatment-Seeking Individuals With Gambling Disorder: A Usability Study

dc.contributor.authorMena Moreno, Teresa
dc.contributor.authorFernández Aranda, Fernando
dc.contributor.authorGranero, Roser
dc.contributor.authorMunguía, Lucero
dc.contributor.authorSteward, Trevor
dc.contributor.authorLópez González, Hibai
dc.contributor.authorDel Pino Gutiérrez, Amparo
dc.contributor.authorLozano Madrid, María
dc.contributor.authorGómez Peña, Mónica
dc.contributor.authorMoragas, Laura
dc.contributor.authorGiroux, Isabelle
dc.contributor.authorGrall-Bronnec, Marie
dc.contributor.authorSauvaget, Anne
dc.contributor.authorMora Maltas, Bernat
dc.contributor.authorValenciano Mendoza, Eduardo
dc.contributor.authorMenchón Magriñá, José Manuel
dc.contributor.authorJiménez-Murcia, Susana
dc.date.accessioned2021-04-08T15:28:56Z
dc.date.available2021-04-08T15:28:56Z
dc.date.issued2021-03-04
dc.date.updated2021-04-08T08:18:24Z
dc.description.abstractBackground: Serious games have shown positive results in increasing motivation, adherence to treatment and strengthening the therapeutic alliance in multiple psychiatric disorders. In particular, patients with impulse control disorders and other disorders in which the patient suffers from inhibitory control deficits (e.g., behavioral addictions) have been shown to benefit from serious games. Aim: The aim of this study was to describe the characteristics and to evaluate the usability of a new serious videogame, e-Estesia. This serious videogame was designed to improve emotion regulation in patients with gambling disorder (GD). Preliminary results from a pilot sample are also reported. Method: A pilot sample of 26 patients undergoing treatment for GD was recruited (ranging from 22 to 74 years, mean = 41.2 and SD = 12.9; 80.8% men). Participants used e-Estesia on a tablet, which was connected to a thoracic band that sent heart rate (HR) and heart rate variability (HRV) data to the videogame platform in order to provide biofeedback. The System Usability Scale was completed by patients to determine the usability of e-Estesia. Results and Discussion: e-Estesia performed comparatively well for all the explored groups (i.e., sex, age, and online vs. offline gambling: mean usability score = 83.8, SD = 13.1). Around 84.6% of the patients endorsed that it was easy to use. Female patients with GD presented higher HRV during the use of the serious videogame compared to men.
dc.format.extent11 p.
dc.format.mimetypeapplication/pdf
dc.identifier.idgrec711076
dc.identifier.pmid33746839
dc.identifier.urihttps://hdl.handle.net/2445/176094
dc.language.isoeng
dc.publisherFrontiers Media S. A.
dc.relation.isformatofReproducció del document publicat a: https://doi.org/10.3389/fpsyg.2021.621953
dc.relation.ispartofFrontiers in Psychology, 2021, vol. 12
dc.relation.urihttps://doi.org/10.3389/fpsyg.2021.621953
dc.rightscc by (c) Mena Moreno et al., 2021
dc.rights.accessRightsinfo:eu-repo/semantics/openAccess
dc.rights.urihttp://creativecommons.org/licenses/by/3.0/es/*
dc.sourceArticles publicats en revistes (Ciències Clíniques)
dc.subject.classificationJoc compulsiu
dc.subject.classificationInnovacions tecnològiques
dc.subject.classificationJocs seriosos
dc.subject.otherCompulsive gambling
dc.subject.otherTechnological innovations
dc.subject.otherSerious games
dc.titleA Serious Game to Improve Emotion Regulation in Treatment-Seeking Individuals With Gambling Disorder: A Usability Study
dc.typeinfo:eu-repo/semantics/article
dc.typeinfo:eu-repo/semantics/publishedVersion

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