2015
DOI: 10.1109/mcg.2015.8
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A VR-Based Serious Game for Studying Emotional Regulation in Adolescents

Abstract: TITLE: A VR-based Serious Game for Studying Emotional Regulation in Adolescents ABSTRACT:We all use more or less adapted strategies to confront adverse emotional situations in our lives without being psychologically affected. Emotional Regulation (ER) strategies that we use determine the way in which we feel, express and behave. Moreover, ER strategies are particularly important in adolescents, a population in the age when the deficits of ER strategies can be linked to the appearance of numerous mental health … Show more

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Cited by 43 publications
(34 citation statements)
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“…GT-system is a serious game that consists of two phases: a frustration induction game, which induces an emotion of frustration in the user, and a training phase, which allows users to practice two ER strategies through two games: the breathing strategy game and the attention strategy game. In a previous study (Rodríguez et al, 2015), results showed that the frustration induction game was able to significantly increase participants' frustration, and the training phase was able to reduce it.…”
Section: Introductionmentioning
confidence: 85%
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“…GT-system is a serious game that consists of two phases: a frustration induction game, which induces an emotion of frustration in the user, and a training phase, which allows users to practice two ER strategies through two games: the breathing strategy game and the attention strategy game. In a previous study (Rodríguez et al, 2015), results showed that the frustration induction game was able to significantly increase participants' frustration, and the training phase was able to reduce it.…”
Section: Introductionmentioning
confidence: 85%
“…A betweensubjects design was employed for this experiment. The study compared three different interface devices (computer, smartphone, and RGB-D camera) to teach adolescents ER strategies using the GTSystem (Rodríguez et al, 2015). The scenarios for the three groups had the same objectives (i.e., to teach ER strategies), included the same games (frustration induction game and breathing strategy game), and were used in the same location (school classroom).…”
Section: Methodsmentioning
confidence: 99%
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