Gamification is a recent technique in software development that allows the application of game principles to non-game contexts and environments. In an increasingly technological world, gamification has now higher popularity, and it is currently used in several technologies. One of the health conditions where gamification can bring great benefits is in autism spectrum disorder (ASD), which is a persistent neurod...
Stroke rehabilitation aims to improve patients’ abilities to realize daily life activities and, consequently, regain their self-confidence and improve independence and quality of life. Gamification can be defined as the application of game-design elements, dynamics, and principles such as competition, narratives, point-scoring, and awards in non-game contexts, including rehabilitation. It has emerged as a thera...
The most common mental problems are anxiety disorders, affecting today about 264 million people in the world. The reference treatments present limitations, such as their side effects and long intervention periods. Recently, various approaches have emerged, such as neurofeedback, virtual reality and serious games.
Social phobia usually starts in adolescence. Social situations that include meeting people, talking in groups, or in more specific situations are going to be avoided by individuals. Therefore, this condition has the consequence of significant impairment in diferente occupations. Recent studies show that gamification applied to interventions for the treatment of chronic diseases, and although there are intervent...
The following chapter will address the use of gamification (specifically serious games). As well as its results and conditions of use, as an assessment and intervetion tool for people with mild cognitive impairment (MCI) and dementia diagnosis. These games are effective for cognitive skills, such as attention, memory, executive functions, and speed processing. Besides this, physical (related to motor coordinati...
In our modern life world, health and well-being strongly dependo n the individual´s health behaviours. Motivation is a major factor of health behaviour change, and intrinsically motivated behaviour change is desirable as i tis both sustained and directly contributes to well-being. This raises the immediate question what kind of interventions are best positioned to intrinsically motivate health behaviour change....
This study aimed to explore the feasibility and effects of promoting reminiscences, using virtual reality (VR) headsets for viewing 360° videos with personal relevance, with people with dementia. A study with a mixed methods design was conducted with nine older adults diagnosed with dementia. Interventions consisted of four sessions, in which the participants’ engagement, psychological and behavioral symptoms, ...
Based on the design of applications for psychotic disorders illness self-management, this study aimed to understand patients’ patterns of technology usage, as well as their expectations and requirements concerning the design of an app for rehabilitation and illness management purposes. It also aimed to identify guidelines for mobile application development for this population.
Individuals with Autism Spectrum Disorders (ASD) have deficits in the recognition of facial expressions when compared with typically developing population (Begger et al., 2006 & Deruelle et al., 2004). Computer training and multi-technology have been shown to be successful in teaching emotional skills to children with autism (Golan & Baron-Cohen, 2006; Silver & Oakes, 2001; Tanaka et al., 2010). We can find num...
Family members of people with mental disorders can contribute to stigmatization. Because of the lack of adequate information and resources, and the fatigue resulting from daily care, the family can reinforce social exclusion of the mentally ill and disbelieve recovery. Furthermore, family members may also suffer from self-stigma, experiencing a decrease in their own self-esteem and self-worth.