15 research outputs found

    How the physical similarity of avatars can influence the learning of emotion regulation strategies in teenagers

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    The aim of this study is to evaluate the influence of the physical similarity of avatars with the user on emotion regulation strategy training. In this study twenty-four teenagers observed an avatar (either physically similar to the participant or neutral) that gets frustrated with his/her computer, after which he/she applies an emotion regulation strategy (slow breathing). The intensity of the emotional induction and regulation processes was measured using questionnaires and electroencephalogram data. The results show that observing an avatar that is physically similar to the participant has a significantly greater impact on emotional valence and arousal in participants and also induces emotional states that are significantly more intense than when observing a neutral avatar. The results seem to indicate significantly greater activation of specific brain regions that are related to these processes and greater identification with the avatar in terms of both subjective and objective measures in participants that observed an avatar that was physically similar to them. However, there were no significant differences in the sense of presence or the appeal (i.e., satisfaction) to participants regarding the virtual environment. The use of avatars in mental health applications is relatively new and its specific influence is still unknown. We consider this study to be a first step forward in better understanding the use of avatars in mental health applications for youth. This research brings new guidelines to the design of different types of applications in this field in order to achieve greater behavioral changes in youth.Wrzesien, M.; Rodriguez Ortega, A.; Rey, B.; Alcañiz Raya, ML.; Banos, R.; Vara, M. (2015). How the physical similarity of avatars can influence the learning of emotion regulation strategies in teenagers. Computers in Human Behavior. 43:101-111. doi:10.1016/j.chb.2014.09.024S1011114

    A low-intensity internet-based intervention focused on the promotion of positive affect for the treatment of depression in Spanish primary care: Secondary analysis of a randomized controlled trial

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    Background: A large number of low-intensity Internet-based interventions (IBIs) for the treatment of depression have emerged in Primary Care; most of them focused on decreasing negative emotions. However, recent studies have highlighted the importance of addressing positive affect (PA) as well. This study is a secondary analysis of a randomized control trial. We examine the role of an IBI focused on promoting PA in patients with depression in Primary Care (PC). The specific objectives were to explore the profile of the patients who benefit the most and to analyze the change mechanisms that predict a significantly greater improvement in positive functioning measures. Methods: 56 patients were included. Measures of depression, affect, well-being, health-related quality of life, and health status were administered. Results: Participants who benefited the most were those who had lower incomes and education levels and worse mental health scores and well-being at baseline (7.9%–39.5% of explained variance). Improvements in depression severity and PA were significant predictors of long-term change in well-being, F (3, 55) = 17.78, p < 0.001, R2 = 47.8%. Conclusions: This study highlights the importance of implementing IBIs in PC and the relevance of PA as a key target in Major Depressive Disorder treatment

    Non-motor symptom burden in patients with Parkinson's disease with impulse control disorders and compulsive behaviours : results from the COPPADIS cohort

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    The study was aimed at analysing the frequency of impulse control disorders (ICDs) and compulsive behaviours (CBs) in patients with Parkinson's disease (PD) and in control subjects (CS) as well as the relationship between ICDs/CBs and motor, nonmotor features and dopaminergic treatment in PD patients. Data came from COPPADIS-2015, an observational, descriptive, nationwide (Spain) study. We used the validated Questionnaire for Impulsive-Compulsive Disorders in Parkinson's Disease-Rating Scale (QUIP-RS) for ICD/CB screening. The association between demographic data and ICDs/CBs was analyzed in both groups. In PD, this relationship was evaluated using clinical features and treatment-related data. As result, 613 PD patients (mean age 62.47 ± 9.09 years, 59.87% men) and 179 CS (mean age 60.84 ± 8.33 years, 47.48% men) were included. ICDs and CBs were more frequent in PD (ICDs 12.7% vs. 1.6%, p < 0.001; CBs 7.18% vs. 1.67%, p = 0.01). PD patients had more frequent previous ICDs history, premorbid impulsive personality and antidepressant treatment (p < 0.05) compared with CS. In PD, patients with ICDs/CBs presented younger age at disease onset, more frequent history of previous ICDs and premorbid personality (p < 0.05), as well as higher comorbidity with nonmotor symptoms, including depression and poor quality of life. Treatment with dopamine agonists increased the risk of ICDs/CBs, being dose dependent (p < 0.05). As conclusions, ICDs and CBs were more frequent in patients with PD than in CS. More nonmotor symptoms were present in patients with PD who had ICDs/CBs compared with those without. Dopamine agonists have a prominent effect on ICDs/CBs, which could be influenced by dose

    A VR-based serious game to regulate joy in adolescents: A comparison of different devices

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    Adolescence is a crucial period to learn Emotional Regulation (ER) strategies to prevent future psychological problems. This work is aimed to test the efficacy of GameTeen System (GT-System), a serious game that teaches ER strategies to regulate joy (VAS scale) and perceived arousal (FAS scale) in a non-clinical sample of adolescents. We conducted a between-participants experiment in which participants (N = 63) played a joy induction game, and then an ER game using one of three types of devices (computer, smartphone, and RGB-D camera). Results revealed that GT-System was only effective in increase perceived arousal after the joy induction game and decrease after the ER game. Statistically significant differences were found between devices conditions after the joy induction game (more intense perceived arousal was reported by participants in RGB-D camera). This finding highlights that the type of device could be an important variable in the efficacy of serious game
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