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1.
J Med Internet Res ; 16(8): e183, 2014 Aug 12.
Article in English | MEDLINE | ID: mdl-25116416

ABSTRACT

BACKGROUND: PlayMancer is a video game designed to increase emotional regulation and reduce general impulsive behaviors, by training to decrease arousal and improve decision-making and planning. We have previously demonstrated the usefulness of PlayMancer in reducing impulsivity and improving emotional regulation in bulimia nervosa (BN) patients. However, whether these improvements are actually translated into brain changes remains unclear. OBJECTIVE: The aim of this case study was to report on a 28-year-old Spanish woman with BN, and to examine changes in physiological variables and brain activity after a combined treatment of video game therapy (VGT) and cognitive behavioral therapy (CBT). METHODS: Ten VGT sessions were carried out on a weekly basis. Anxiety, physiological, and impulsivity measurements were recorded. The patient was scanned in a 1.5-T magnetic resonance scanner, prior to and after the 10-week VGT/CBT combined treatment, using two paradigms: (1) an emotional face-matching task, and (2) a multi-source interference task (MSIT). RESULTS: Upon completing the treatment, a decrease in average heart rate was observed. The functional magnetic resonance imaging (fMRI) results indicated a post-treatment reduction in reaction time along with high accuracy. The patient engaged areas typically active in healthy controls, although the cluster extension of the active areas decreased after the combined treatment. CONCLUSIONS: These results suggest a global improvement in emotional regulation and impulsivity control after the VGT therapy in BN, demonstrated by both physiological and neural changes. These promising results suggest that a combined treatment of CBT and VGT might lead to functional cerebral changes that ultimately translate into better cognitive and emotional performances.


Subject(s)
Brain/physiology , Bulimia Nervosa/therapy , Cognitive Behavioral Therapy/methods , Emotions , Heart Rate , Video Games , Adult , Anxiety , Bulimia Nervosa/physiopathology , Bulimia Nervosa/psychology , Female , Humans , Reaction Time
2.
Eur Eat Disord Rev ; 21(6): 493-9, 2013 Nov.
Article in English | MEDLINE | ID: mdl-24092598

ABSTRACT

Although standard psychological treatments have been successful in treating several core features in eating disorders (ED), other characteristics such as emotional regulation or impulsivity appear to be more resistant to change. There is a growing body of evidence to support the efficacy of cognitive remediation for cognitive and emotional difficulties in ED. Playmancer/ Islands is a video game (VG) designed to specifically treat mental disorders, characterized by problems in impulse control. The objective of the game is to increase self-control over emotions, decision making and behaviours. The aim of this study is to describe the results from a consecutive series of nine bulimia nervosa patients who were treated with the VG in addition to cognitive behaviour therapy (CBT). The outcomes included clinical and psychopathological questionnaires, and physiological measures were obtained during the VG. Emotional regulation improved, heart rate variability increased, and respiratory rate and impulsivity measures reduced after the treatment. These findings suggest that VG training may enhance treatment for ED.


Subject(s)
Bulimia Nervosa/therapy , Emotions , Impulsive Behavior/therapy , Video Games , Adult , Bulimia Nervosa/psychology , Cognitive Behavioral Therapy/methods , Female , Humans , Impulsive Behavior/psychology , Psychiatric Status Rating Scales , Treatment Outcome , Video Games/psychology
3.
Sci Rep ; 13(1): 8631, 2023 May 27.
Article in English | MEDLINE | ID: mdl-37244904

ABSTRACT

A large number of materials and various criteria fashion material selection problems as complex multi-criteria decision-making (MCDM) problems. This paper proposes a new decision-making method called the simple ranking process (SRP) to solve complex material selection problems. The accuracy of the criteria weights has a direct impact on the outcomes of the new method. In contrast to current MCDM methods, the normalization step has been eliminated from the SRP method as a potential source of producing incorrect results. The application of the method is appropriate for situations with high levels of complexity in material selection because it only considers the ranks of alternatives in each criterion. The first scenario of vital-immaterial mediocre method (VIMM) is used as a tool to derive criteria weights based on expert assessment. The result of SRP is compared with a number of MCDM methods. In order to evaluate the findings of analytical comparison, a novel statistical measure known as compromise decision index (CDI) is proposed in this paper. CDI revealed that the MCDM methods' outputs for solving the material selection could not be theoretically proven and requires to be evaluated through practice. As a result, the dependency analysis-an additional innovative statistical measure is introduced to demonstrate the reliability of MCDM methods by assessing its dependency on criteria weights. The findings demonstrated that SRP is extremely reliant on criteria weights and its reliability rises with the number of criteria, making it a perfect tool for solving challenging MCDM problems.

4.
Eur Eat Disord Rev ; 20(6): 484-9, 2012 Nov.
Article in English | MEDLINE | ID: mdl-23097370

ABSTRACT

Several aspects of social and emotional functioning are abnormal in people with eating disorders. The aim of the present study was to measure facial emotional expression in patients with eating disorders and healthy controls whilst playing a therapeutic video game (Playmancer) designed to train individuals in emotional regulation. Participants were 23 ED patients (11 AN, 12 BN) and 11 HCs. ED patients self reported more anger at baseline but expressed less facial expression of anger during the Playmancer game. The discrepancy between self-report and non-verbal expression may lead to problems in social communication.


Subject(s)
Emotions/physiology , Facial Expression , Feeding and Eating Disorders/psychology , Video Games , Adolescent , Adult , Female , Humans , Psychometrics , Surveys and Questionnaires
5.
J Ment Health ; 21(4): 364-74, 2012 Aug.
Article in English | MEDLINE | ID: mdl-22548300

ABSTRACT

BACKGROUND: Previous review studies have suggested that computer games can serve as an alternative or additional form of treatment in several areas (schizophrenia, asthma or motor rehabilitation). Although several naturalistic studies have been conducted showing the usefulness of serious video games in the treatment of some abnormal behaviours, there is a lack of serious games specially designed for treating mental disorders. AIM: The purpose of our project was to develop and evaluate a serious video game designed to remediate attitudinal, behavioural and emotional processes of patients with impulse-related disorders. METHOD AND RESULTS: The video game was created and developed within the European research project PlayMancer. It aims to prove potential capacity to change underlying attitudinal, behavioural and emotional processes of patients with impulse-related disorders. New interaction modes were provided by newly developed components, such as emotion recognition from speech, face and physiological reactions, while specific impulsive reactions were elicited. The video game uses biofeedback for helping patients to learn relaxation skills, acquire better self-control strategies and develop new emotional regulation strategies. In this article, we present a description of the video game used, rationale, user requirements, usability and preliminary data, in several mental disorders.


Subject(s)
Binge-Eating Disorder/rehabilitation , Bulimia Nervosa/rehabilitation , Gambling/rehabilitation , Psychotherapy/methods , Video Games , Adult , Biofeedback, Psychology , Biosensing Techniques , Female , Humans , Male , Mental Disorders/rehabilitation , Pilot Projects , Problem Solving , Spain , User-Computer Interface
6.
Stud Health Technol Inform ; 144: 163-6, 2009.
Article in English | MEDLINE | ID: mdl-19592756

ABSTRACT

Reviews and few non-controlled studies showed the effectiveness of several specific designed computer video-games as an additional form of treatment in several areas. However, there is a lack in the literature of specially designed serious-games for treating mental disorders. Playmancer (ICT European initiative) aims to develop and assess a serious videogame that may help to treat underlying processes (e.g. lack of self-control strategies) in Eating and Impulse control disorders. Preliminary data will be shown.


Subject(s)
Disruptive, Impulse Control, and Conduct Disorders , Video Games , Humans
7.
Cyberpsychol Behav Soc Netw ; 18(12): 744-51, 2015 Dec.
Article in English | MEDLINE | ID: mdl-26583754

ABSTRACT

Although cognitive behavioral therapy (CBT) has been demonstrated to be the most effective approach for the treatment of bulimia nervosa (BN), there is lack of studies showing whether a combination with a serious video game (SVG) might be useful to enhance patients' emotional regulation capacities and general outcome. The aims of this study were (a) to analyze whether outpatient CBT + SVG, when compared with outpatient CBT - SVG, shows better short-term outcome; (b) to examine whether the CBT + SVG group is more effective in reducing emotional expression and levels of anxiety than CBT - SVG. Thirty-eight patients diagnosed as having BN according to DSM-5 criteria were consecutively assigned to two outpatient group therapy conditions (that lasted for 16 weekly sessions): 20 CBT + SVG versus 18 CBT - SVG. Patients were assessed before and after treatment using not only a food and binging/purging diary and clinical questionnaires in the field of eating disorders but also additional indexes for measuring anger expression and anxiety. Regarding the post-treatment psychometric measures, most of the mean differences (Eating Disorder Inventory-2, Symptom Checklist-Revised, State-Trait Anxiety Index, and partially State-Trait Anger Expression Inventory) achieved moderate to high effect size (d > 0.5), in the sense that CBT + SVG obtained the best results compared with the CBT - SVG group. Regarding therapy outcome (dropout, partial remission, and total remission), CBT + SVG showed better results and a moderate effect size emerged for the comparison of the risk of dropout during the treatment, being higher for CBT - SVG compared with CBT + SVG (44.1 percent versus 20.0 percent, d = 0.54). Although the sample size in our study was low, and consequently results should be considered with caution, we have obtained promising findings suggesting that in the short-term CBT + SVG might be a good option not only for improving emotional dysregulation and approaching the current limitations of CBT - SVG in BN but also for enhancing the therapy adherence of patients.


Subject(s)
Bulimia Nervosa/therapy , Cognitive Behavioral Therapy/methods , Video Games/psychology , Adult , Anger , Anxiety/diagnosis , Bulimia Nervosa/psychology , Diet Records , Emotions , Female , Humans , Non-Randomized Controlled Trials as Topic , Patient Compliance , Patient Dropouts , Personality Inventory , Psychometrics , Surveys and Questionnaires , Treatment Outcome , Young Adult
8.
Stud Health Technol Inform ; 106: 107-22, 2004.
Article in English | MEDLINE | ID: mdl-15853241

ABSTRACT

The wide availability of high bandwidth public wireless networks as well as the miniaturisation of medical sensors and network access hardware allows the development of advanced ambulant patient monitoring systems. The MobiHealth project developed a complete system and service that allows the continuous monitoring of vital signals and their transmission to the health care institutes in real time using GPRS and UMTS networks. The MobiHealth system is based on the concept of a Body Area Network (BAN) allowing high personalization of the monitored signals and thus adaptation to different classes of patients. The system and service has been trialed in four European countries and for different patient cases. First results confirm the usefulness of the system and the advantages it offers to patients and medical personnel.


Subject(s)
Ambulatory Care , Computer Communication Networks , Monitoring, Physiologic/methods , Public Sector , Computer Systems , Netherlands , Technology Assessment, Biomedical
9.
Stud Health Technol Inform ; 103: 307-14, 2004.
Article in English | MEDLINE | ID: mdl-15747935

ABSTRACT

The forthcoming wide availability of high bandwidth public wireless networks will give rise to new mobile health care services. Towards this direction the MobiHealth project has developed and trialed a highly customisable vital signals' monitoring system based on a Body Area Network (BAN) and an m-health service platform utilizing next generation public wireless networks. The developed system allows the incorporation of diverse medical sensors via wireless connections, and the live transmission of the measured vital signals over public wireless networks to healthcare providers. Nine trials with different health care cases and patient groups in four different European countries have been conducted to test and verify the system, the service and the network infrastructure for its suitability and the restrictions it imposes to mobile health care applications.


Subject(s)
Monitoring, Ambulatory/methods , Telemedicine/methods , Computer Communication Networks/instrumentation , Home Care Services , Humans , Monitoring, Ambulatory/instrumentation , Software , Telemedicine/instrumentation
10.
Stud Health Technol Inform ; 108: 181-93, 2004.
Article in English | MEDLINE | ID: mdl-15718645

ABSTRACT

The forthcoming wide availability of high bandwidth public wireless networks will give rise to new mobile health care services. Towards this direction the MobiHealth project has developed and trialed a highly customisable vital signals' monitoring system based on a Body Area Network (BAN) and an m-health service platform utilizing next generation public wireless networks. The developed system allows the incorporation of diverse medical sensors via wireless connections, and the live transmission of the measured vital signals over public wireless networks to healthcare providers. Nine trials with different health care cases and patient groups in four different European countries have been conducted to test and verify the system, the service and the network infrastructure for its suitability and the restrictions it imposes to mobile health care applications.


Subject(s)
Biomedical Technology/instrumentation , Computer Communication Networks/instrumentation , Monitoring, Ambulatory/instrumentation , Telemedicine/instrumentation , Clinical Trials as Topic , Consumer Behavior , Europe , Home Care Services , Humans , Risk Assessment , Technology Assessment, Biomedical/methods
11.
PLoS One ; 9(7): e101639, 2014.
Article in English | MEDLINE | ID: mdl-24987853

ABSTRACT

Expression of emotional state is considered to be a core facet of an individual's emotional competence. Emotional processing in BN has not been often studied and has not been considered from a broad perspective. This study aimed at examining the implicit and explicit emotional expression in BN patients, in the acute state and after recovery. Sixty-three female participants were included: 22 BN, 22 recovered BN (R-BN), and 19 healthy controls (HC). The clinical cases were drawn from consecutive admissions and diagnosed according to DSM-IV-TR diagnostic criteria. Self reported (explicit) emotional expression was measured with State-Trait Anger Expression Inventory-2, State-Trait Anxiety Inventory, and Symptom Check List-90 items-Revised. Emotional facial expression (implicit) was recorded by means of an integrated camera (by detecting Facial Feature Tracking), during a 20 minutes therapeutic video game. In the acute illness explicit emotional expression [anxiety (p<0.001) and anger (p<0.05)] was increased. In the recovered group this was decreased to an intermediate level between the acute illness and healthy controls [anxiety (p<0.001) and anger (p<0.05)]. In the implicit measurement of emotional expression patients with acute BN expressed more joy (p<0.001) and less anger (p<0.001) than both healthy controls and those in the recovered group. These findings suggest that there are differences in the implicit and explicit emotional processing in BN, which is significantly reduced after recovery, suggesting an improvement in emotional regulation.


Subject(s)
Bulimia Nervosa/psychology , Emotions , Acute Disease , Adult , Anger , Anxiety/complications , Bulimia Nervosa/complications , Expressed Emotion , Female , Humans , Young Adult
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