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Improving the Emotional Health of Juveniles with VR Game

Producción científica: Conference contributionrevisión exhaustiva

4 Citas (Scopus)

Resumen

This paper presents the developmental process and preliminary results of testing a game-based intervention aimed at promoting emotional health among adolescents between the ages of 13-17 years. There are more than 20 million adolescents between those ages living in the United States. Stress plays a significant factor in the physical, emotional, and psychological well-being of individuals and may particularly affect the quality of life of children. Previous 2D serious games have been developed to give children an avenue to escape from stressors, however many of these games lacked realism and were not as attractive. We designed and developed a virtual reality (VR) game aimed at improving the social and emotional well-being of adolescents. Due to its immersive nature, our preliminary data showed that the VR game was effective in enhancing the emotional well-being of adolescents. Further studies will be needed to be undertaken to confirm its effectiveness in other groups of people.

Idioma originalEnglish
Título de la publicación alojadaICCMS 2022 - Proceedings of the 14th International Conference on Computer Modeling and Simulation
Páginas194-200
Número de páginas7
ISBN (versión digital)9781450396547
DOI
EstadoPublished - jun 24 2022
Evento14th International Conference on Computer Modeling and Simulation, ICCMS 2022 - Virtual, Online, China
Duración: jun 24 2022jun 26 2022

Serie de la publicación

NombreACM International Conference Proceeding Series

Conference

Conference14th International Conference on Computer Modeling and Simulation, ICCMS 2022
País/TerritorioChina
CiudadVirtual, Online
Período6/24/226/26/22

Nota bibliográfica

Publisher Copyright:
© 2022 ACM.

ODS de las Naciones Unidas

Este resultado contribuye a los siguientes Objetivos de Desarrollo Sostenible

  1. Good health and well being
    Good health and well being

ASJC Scopus subject areas

  • Software
  • Human-Computer Interaction
  • Computer Vision and Pattern Recognition
  • Computer Networks and Communications

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