Emotional self-regulation, virtual reality and neurofeedback

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...

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Autores principales: Joana Pinheiro, Raquel Simões de Almeida, António Marques
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Lenguaje:EN
Publicado: Elsevier 2021
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Acceso en línea:https://doaj.org/article/f744de0ccb2149a7b534c9fe3ef593cb
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spelling oai:doaj.org-article:f744de0ccb2149a7b534c9fe3ef593cb2021-12-01T05:04:11ZEmotional self-regulation, virtual reality and neurofeedback2451-958810.1016/j.chbr.2021.100101https://doaj.org/article/f744de0ccb2149a7b534c9fe3ef593cb2021-08-01T00:00:00Zhttp://www.sciencedirect.com/science/article/pii/S245195882100049Xhttps://doaj.org/toc/2451-9588The 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. Objective: This study serves to determine preconditions and requirements for a game development, reusing virtual reality and neurofeedback to enhance the emotional self-regulation competences in individuals with anxiety disorders. Methods: a scoping review was performed to identify the serious games' characteristics, resourcing to neurofeedback existent in this scope; and a focus group to ascertain the specialists' more relevant perspectives about preconditions and requirements integrating a game with these characteristics and objectives. Results/conclusion: the scoping review results illustrate that the combined use of serious games, neurofeedback and virtual reality is still a very residual approach and without consolidated evidence, justifying the importance of further research. The specialists who formed the focus group emphasized, among others, the importance of gradual stimulation, co-creation and personalization of the developing resources.Joana PinheiroRaquel Simões de AlmeidaAntónio MarquesElsevierarticleEmotional self-regulationVirtual realityNeurofeedbackSerious gamesElectronic computers. Computer scienceQA75.5-76.95PsychologyBF1-990ENComputers in Human Behavior Reports, Vol 4, Iss , Pp 100101- (2021)
institution DOAJ
collection DOAJ
language EN
topic Emotional self-regulation
Virtual reality
Neurofeedback
Serious games
Electronic computers. Computer science
QA75.5-76.95
Psychology
BF1-990
spellingShingle Emotional self-regulation
Virtual reality
Neurofeedback
Serious games
Electronic computers. Computer science
QA75.5-76.95
Psychology
BF1-990
Joana Pinheiro
Raquel Simões de Almeida
António Marques
Emotional self-regulation, virtual reality and neurofeedback
description 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. Objective: This study serves to determine preconditions and requirements for a game development, reusing virtual reality and neurofeedback to enhance the emotional self-regulation competences in individuals with anxiety disorders. Methods: a scoping review was performed to identify the serious games' characteristics, resourcing to neurofeedback existent in this scope; and a focus group to ascertain the specialists' more relevant perspectives about preconditions and requirements integrating a game with these characteristics and objectives. Results/conclusion: the scoping review results illustrate that the combined use of serious games, neurofeedback and virtual reality is still a very residual approach and without consolidated evidence, justifying the importance of further research. The specialists who formed the focus group emphasized, among others, the importance of gradual stimulation, co-creation and personalization of the developing resources.
format article
author Joana Pinheiro
Raquel Simões de Almeida
António Marques
author_facet Joana Pinheiro
Raquel Simões de Almeida
António Marques
author_sort Joana Pinheiro
title Emotional self-regulation, virtual reality and neurofeedback
title_short Emotional self-regulation, virtual reality and neurofeedback
title_full Emotional self-regulation, virtual reality and neurofeedback
title_fullStr Emotional self-regulation, virtual reality and neurofeedback
title_full_unstemmed Emotional self-regulation, virtual reality and neurofeedback
title_sort emotional self-regulation, virtual reality and neurofeedback
publisher Elsevier
publishDate 2021
url https://doaj.org/article/f744de0ccb2149a7b534c9fe3ef593cb
work_keys_str_mv AT joanapinheiro emotionalselfregulationvirtualrealityandneurofeedback
AT raquelsimoesdealmeida emotionalselfregulationvirtualrealityandneurofeedback
AT antoniomarques emotionalselfregulationvirtualrealityandneurofeedback
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