2013
DOI: 10.1007/978-3-319-02675-6_16
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Coping with Stress Using Social Robots as Emotion-Oriented Tool: Potential Factors Discovered from Stress Game Experiment

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Cited by 7 publications
(2 citation statements)
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“…Robots were used in serious game settings for treatment of autism [36] and stress [37], in a game scenario interacting with groups of children [38], in games and other natural social interactions with humans conveying emotions and robots providing feedback [5,39]. Furthermore, robots were used as game companions in an educational setting, where engagement was automatically detected in children playing chess with an "iCat" robot displaying affective and attention cues [40].…”
Section: Serious Gamesmentioning
confidence: 99%
“…Robots were used in serious game settings for treatment of autism [36] and stress [37], in a game scenario interacting with groups of children [38], in games and other natural social interactions with humans conveying emotions and robots providing feedback [5,39]. Furthermore, robots were used as game companions in an educational setting, where engagement was automatically detected in children playing chess with an "iCat" robot displaying affective and attention cues [40].…”
Section: Serious Gamesmentioning
confidence: 99%
“…To date, applications of robots in mental health care have been limited to the contexts of children's health, autism spectrum disorder and older adults with dementia. In such settings, robots are often used for stress reduction (Crossman, Kazdin, & Kitt, 2018; Dang & Tapus, 2013), to promote positive engagement in persons with dementia (Perugia et al., 2018), to teach skills that may improve the social atmosphere at home and school (Barakova, Bajracharja, Willemsen, Lourens, & Huskens, 2015; Taheri, Meghdari, Alemi, & Pouretemad, 2018), or to assist with cognitive tasks (Tapus, Tapus, & Mataric, 2009). In addition to its instrumental use, a robot with a humanoid appearance and sufficient social cues during interaction can evoke an empathic connection, and thereby enhance positive learning experiences (Ghazali, Ham, Barakova, & Markopoulos, 2018; Robison, Mcquiggan, & Lester, 2009).…”
Section: Introductionmentioning
confidence: 99%