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Preventing anorexia nervosa through cognitive-behavioral feedback in an affective game

机译:通过在情感游戏中的认知行为反馈预防厌食症

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As experts point out, the number of technological systems that deal with mental disorders or that try to prevent them is reduced. To solve those issues we modeled the prevention of mental disorders from a social, medical and technological perspective. We found that one way to prevent a disorder is by addressing its cognitive-behavioral components. Therefore, we decided to follow guidelines from the Cognitive-Behavioral Therapy (CBT). And with this information we developed an affective game to prevent anorexia nervosa in young students. Our game uses Love Coins, a cognitive-behavioral reward system inspired by CBT and emotional feedback from affective games, to estimate the players' performance and compliance with health recommendations. In this work we present our conceptual design, results from a pilot study, the limitations of our scope and future work aimed at developing a framework of use.
机译:作为专家指出,处理精神障碍或试图防止它们的技术系统数量减少。为了解决这些问题,我们从社会,医学和技术角度建模了预防精神障碍。我们发现一种防止疾病的一种方法是通过解决其认知行为组分。因此,我们决定遵循来自认知行为治疗(CBT)的指导方针。通过这些信息,我们开发了一种情感游戏,以防止年轻学生的厌食症神经感。我们的游戏采用爱情硬币,一种认知行为奖励制度,受到CBT和情感反馈的灵感来自情感游戏,估计球员的表现和遵守健康建议。在这项工作中,我们展示了我们的概念设计,由试点研究产生的结果,我们的范围和未来工作的局限性旨在开发使用框架。

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