Resilience interventions using interactive technology: a scoping review

被引:17
作者
Pusey, Megan [1 ]
Wong, Kok Wai [2 ]
Rappa, Natasha Anne [3 ]
机构
[1] Murdoch Univ, Discipline Informat Technol Math & Stat, Murdoch, WA, Australia
[2] Murdoch Univ, Discipline Informat Technol Math & Stat, Coll Sci Hlth Engn & Educ, Murdoch, WA, Australia
[3] Murdoch Univ, Technol Educ, Murdoch, WA, Australia
关键词
Scoping review; interactive technology; resilience; intervention; RANDOMIZED CONTROLLED-TRIAL; MENTAL-HEALTH; DEPRESSION; PROGRAM; SPARX; YOUTH; ADOLESCENTS; COMPETITION; PROMOTION; COMMUNITY;
D O I
10.1080/10494820.2020.1772837
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
This scoping review summarises the literature on resilience interventions that use interactive technology. Resilience refers to a person's mental ability to adaptively deal with challenging situations and is a key skill for dealing with challenges in life. Types of interactive technology used in resilience interventions included serious video games, virtual reality simulations, social robots and commercial off-the-shelf video games. Searching a range of multidisciplinary databases, this review identified 27 publications that evaluated 17 unique interventions. Peer-reviewed papers and conference proceedings published in English and released after 2000 were included in the review. This scoping review finds that interactive technology can be used as an effective intervention to increase resilience. The review identified two types of resilience intervention: stress inoculation and therapeutic treatment. The interventions were analysed using the eight dimensions identified in the gameful experience questionnaire. Providing players with challenging experiences and guiding behaviour while providing feedback were the two most used dimensions. Social experience was underutilised and competition was not used, except in commercial off-the-shelf video games. This review has shown that interactive technologies can deliver effective resilience interventions in an accessible, cost-effective and flexible manner.
引用
收藏
页码:1940 / 1955
页数:16
相关论文
共 50 条
[1]   The Effect of Video Game Competition and Violence on Aggressive Behavior: Which Characteristic Has the Greatest Influence? [J].
Adachi, Paul J. C. ;
Willoughby, Teena .
PSYCHOLOGY OF VIOLENCE, 2011, 1 (04) :259-274
[2]  
[Anonymous], 2017, GAME BASED COGNITIVE
[3]  
[Anonymous], BRAIN POINTS DEEPER
[4]  
[Anonymous], ANN REV CYBERTHERAPY
[5]  
[Anonymous], 2019 IEEE C VIRT REA
[6]  
[Anonymous], 2017, P 2017 ACM IEEE INT
[7]  
[Anonymous], 2014, P SIGCHI C HUM FACT
[8]   Online Positive Interventions to Promote Well-being and Resilience in the Adolescent Population: A Narrative Review [J].
Banos, Rosa M. ;
Etchemendy, Ernestina ;
Mira, Adriana ;
Riva, Giuseppe ;
Gaggioli, Andrea ;
Botella, Cristina .
FRONTIERS IN PSYCHIATRY, 2017, 8
[9]   Trauma management therapy with virtual-reality augmented exposure therapy for combat-related PTSD: A randomized controlled trial [J].
Beidel, Deborah C. ;
Frueh, B. Christopher ;
Neer, Sandra M. ;
Bowers, Clint A. ;
Trachik, Benjamin ;
Uhde, Thomas W. ;
Grubaugh, Anouk .
JOURNAL OF ANXIETY DISORDERS, 2019, 61 :64-74
[10]   The efficacy of Trauma Management Therapy: A controlled pilot investigation of a three-week intensive outpatient program for combat-related PTSD [J].
Beidel, Deborah C. ;
Frueh, B. Christopher ;
Neer, Sandra M. ;
Lejuez, Carl W. .
JOURNAL OF ANXIETY DISORDERS, 2017, 50 :23-32