0000000000242076

AUTHOR

Maja Wrzesien

0000-0002-4944-1523

showing 3 related works from this author

How the physical similarity of avatars can influence the learning of emotion regulation strategies in teenagers

2015

Greater emotion regulation when observing a physically similar avatar.Greater frustration induction when observing a physically similar avatar.Greater physical identification with physically similar avatar.Significant change in brain when observing a physically similar avatar. The aim of this study is to evaluate the influence of the physical similarity of avatars with the user on emotion regulation strategy training. In this study twenty-four teenagers observed an avatar (either physically similar to the participant or neutral) that gets frustrated with his/her computer, after which he/she applies an emotion regulation strategy (slow breathing). The intensity of the emotional induction and…

AvatarsEXPRESION GRAFICA EN LA INGENIERIAComputingMilieux_PERSONALCOMPUTINGSense of presenceEmotions regulationStrategy trainingEmotional valenceMental healthTeenagersVirtual realityArousalHuman-Computer InteractionIdentification (information)Arts and Humanities (miscellaneous)Similarity (psychology)Avatars Virtual reality Emotions regulation TeenagersPsychologySocial psychologyGeneral PsychologyAvatar
researchProduct

A game for emotional regulation in adolescents: The (body) interface device matters

2016

The aim of this study is to evaluate the role of the type of interface device in the efficacy of a serious game that teaches emotional regulation (ER) strategies in a non-clinical sample of adolescents. We conducted a between-participants experiment in which participants (N = 61) played a frustration induction game, and then an ER game (a breathing strategy game), using one of three types of devices (computer, smartphone, and RGB-D camera). Frustration mood and perceived arousal were the main variables measured. Results revealed a significant interaction between moment (pre-induction phase, post-induction phase, and regulation phase) and the type of interface device used in the frustration …

Serious gamesEXPRESION GRAFICA EN LA INGENIERIAmedia_common.quotation_subjectInterface (computing)FrustrationInduction PhaseAdolescentsPhase (combat)050105 experimental psychologyArousalEmbodimentArts and Humanities (miscellaneous)0501 psychology and cognitive sciencesGeneral Psychologymedia_common05 social sciencesComputingMilieux_PERSONALCOMPUTINGEmotional regulationUser interfaceHuman-Computer InteractionMoodUser interfacePsychologyEmotional regulationSocial psychology050104 developmental & child psychology
researchProduct

A VR-based serious game for studying emotional regulation in adolescents

2015

[EN] We all use more or less adapted strategies to confront adverse emotional situations in our lives without being psychologically affected. Emotional Regulation (ER) strategies that we use determine the way in which we feel, express and behave. Moreover, ER strategies are particularly important in adolescents, a population in the age when the deficits of ER strategies can be linked to the appearance of numerous mental health disorders such as depression or anxiety, or disruptive behaviors. Thus, the early detection of dysfunctional ER strategies and the training in adaptive ER strategies will help us to prevent the future occurrence of possible behavioral and psychosocial disorders. In th…

MaleAdolescentPsychometricsEXPRESION GRAFICA EN LA INGENIERIAPsychometricsComputer scienceEmotionsPsychology AdolescentPopulationDysfunctional familycomputer.software_genreDevelopmental psychologyElectrocardiographyUser-Computer InterfaceHeart RateSurveys and QuestionnairesmedicineHumansChildeducationMonitoring Physiologiceducation.field_of_studyMultimediaECGSerious GamesVirtual RealityEmotional regulationUnity3DComputer Graphics and Computer-Aided DesignMental healthEmotional RegulationVideo GamesAnxietyFemalemedicine.symptomPsychosocialGame theorycomputerSoftware
researchProduct