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A serious-gamification blueprint towards a normalized attention
Brain Informatics Pub Date : 2021-04-15 , DOI: 10.1186/s40708-021-00127-3
Saad Alqithami

Attention is an important commodity in the human skills set. It can be trained to overcome deficits in the short term which might be based on multiple cognitive complications to entail inability to keep focus and mined wondering. On the long term, however, it might be a symptom of chronic diseases that acquire attention to include the spectra of many mental health disorders, e.g., attention deficit hyperactivity disorder (ADHD). This paper, therefore, introduces a generic reference model that guides in the design of proper treatment method for patients in short of attention to engage in a game-based environment in order to enhance the behavior of their current state of attention which may hopefully lead to a better focus. When considering the volatility of traditional cognitive behavioral therapies (CBTs), the model reflects and analyzes evolving serious games design directed for the treatment of ADHD. It serves as an instrument that spawn over a specific treatment design since it introduces essential components that depicts essential units of traditional CBT when they are modularly combined. The components will be introduced and the processes of the reference model will be elaborated as a roadmap for the formation and the operation of augmented reality treatment games.

中文翻译:

认真规范化的游戏蓝图

注意是人类技能中的重要商品。可以训练它在短期内克服缺陷,这可能是由于多种认知并发症导致无法保持专注和挖掘奇迹而引起的。但是,从长远来看,包括许多心理健康障碍(例如注意力不足过动症(ADHD))的谱图可能是引起人们注意的慢性疾病的一种症状。因此,本文介绍了一种通用参考模型,该模型为缺乏注意力的患者提供了一种基于游戏的环境,以指导他们设计适当的治疗方法,以增强其当前注意力状态的行为,这可能会导致更好的重点。考虑到传统认知行为疗法(CBT)的波动性,该模型反映并分析了旨在治疗多动症的严重游戏设计。它引入了一些必要的组件,这些组件描述了模块化组合的传统CBT的基本单元,因此它可以作为特定治疗设计的工具。将介绍组件,并详细阐述参考模型的过程,以作为增强现实治疗游戏的形成和运营的路线图。
更新日期:2021-04-16
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