Background: Serious games have shown positive results in increasing motivation, adherence to treatment and strengthening the therapeutic alliance in multiple psychiatric disorders. In particular, patients with impulse control disorders and other disorders in which the patient suffers from inhibitory control deficits (e.g., behavioral addictions) have been shown to benefit from serious games. Aim: The aim of this study was to describe the characteristics and to evaluate the usability of a new serious videogame, e-Estesia. This serious videogame was designed to improve emotion regulation in patients with gambling disorder (GD). Preliminary results from a pilot sample are also reported. Method: A pilot sample of 26 patients undergoing treatmen...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Altres ajuts: The research was funded by the Delegación del Gobierno para el Plan Nacional sobre Dro...
Gambling disorder (GD) is associated with deficits in emotion regulation and impulsivity-related per...
Background: Gambling disorder (GD) is characterized by a significant lack of self-control and is ass...
BACKGROUND: Gambling disorder (GD) is characterized by a significant lack of self-control and is ass...
Gambling disorder (GD) is associated with deficits in emotion regulation and impulsivity-related per...
Background: Previous review studies have suggested that computer games can serve as an alternative o...
NoThe use of serious games and gamification to promote learning has a long history. More recently, s...
As the world becomes more complex, mood disorders are becoming increasingly common. Mood disorders d...
Despite the association of Gambling Disorder (GD) with poor mental health, treatment options general...
Gambling Disorder is a prevalent non-substance use disorder, which contrasts with the low number of ...
Copyright © 2014 Susana Jiménez-Murcia et al.This is an open access article distributed under the C...
Introduction: Emotion regulation (ER) supports multiple individual functions and promotes mental hea...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Altres ajuts: The research was funded by the Delegación del Gobierno para el Plan Nacional sobre Dro...
Gambling disorder (GD) is associated with deficits in emotion regulation and impulsivity-related per...
Background: Gambling disorder (GD) is characterized by a significant lack of self-control and is ass...
BACKGROUND: Gambling disorder (GD) is characterized by a significant lack of self-control and is ass...
Gambling disorder (GD) is associated with deficits in emotion regulation and impulsivity-related per...
Background: Previous review studies have suggested that computer games can serve as an alternative o...
NoThe use of serious games and gamification to promote learning has a long history. More recently, s...
As the world becomes more complex, mood disorders are becoming increasingly common. Mood disorders d...
Despite the association of Gambling Disorder (GD) with poor mental health, treatment options general...
Gambling Disorder is a prevalent non-substance use disorder, which contrasts with the low number of ...
Copyright © 2014 Susana Jiménez-Murcia et al.This is an open access article distributed under the C...
Introduction: Emotion regulation (ER) supports multiple individual functions and promotes mental hea...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....