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논문KCI 등재

치료적 기능성 게임에서 감정적 거리와 자기 노출의 활용

Application of the Emotional Distance and Self-disclosure in Therapeutic Serious Game

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참고문헌

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초록

Therapeutic serious game treats mental health problems such as depression, obsessive compulsive disorder, and behavioral disorder by allowing clients to manage and express feelings. These games are developed according to a primary principle of the cognitive behavior therapy that the mental health can be improved by training cognition and behavior with proper stimulation. For those who have difficulties in expressing emotions, stepwise treatment is offered to create a safe emotional environment which induces them to express themselves. The game environment provides affective feelings that encompass physical experiences. In addition, emotional distance is formed between the user and the game environment, and thus even those who have high psychological barriers feel free to express and release their feelings. Game users can experience self-exposure and awareness and gradually construct their self-images, expressing themselves in the virtual world in a continuous and repetitive fashion.

Abstract

Therapeutic serious game treats mental health problems such as depression, obsessive compulsive disorder, and behavioral disorder by allowing clients to manage and express feelings. These games are developed according to a primary principle of the cognitive behavior therapy that the mental health can be improved by training cognition and behavior with proper stimulation. For those who have difficulties in expressing emotions, stepwise treatment is offered to create a safe emotional environment which induces them to express themselves. The game environment provides affective feelings that encompass physical experiences. In addition, emotional distance is formed between the user and the game environment, and thus even those who have high psychological barriers feel free to express and release their feelings. Game users can experience self-exposure and awareness and gradually construct their self-images, expressing themselves in the virtual world in a continuous and repetitive fashion.

참고문헌 (18)

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  5. Carrard, Isabelle, "Evaluation of a guided internet self‐treatment programme for bulimia nervosa in several European countries", European Eating Disorders Review, 19(2), pp.138~149 (2011)
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  11. 정재령, "자기표현과 또래관계를 위한 앱기반 미술프로그램", 한국컴퓨터게임학회논문지, 29(1), pp.79~85 (2016), (사)한국컴퓨터게임학회
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  14. Sontag, S, "Against Interpretation" (2002), Ihoo Press
  15. Beck, A. T., "Cognitive therapy of depression" (1997), Hakjisa
  16. Crawford, C., "Chris Crawford on Interactive Storytelling" (2015), Hanbit Media
  17. Juul, J., "The art of failure" (2013), The MIT Press
  18. Hass-Cohen, N., "Art Therapy and Clinical Neurosceince" (2008), Jessica Kingsley Publishers

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