Prospects for the use of Multiplayer Online Games in psychological rehabilitation

Research output: Chapter in Book/Report/Conference proceedingConference contribution

14 Citations (Scopus)

Abstract

The aim of this paper is to describe the potential role of Multiplayer Online Games (MOGs) in e-therapy. E-therapy is defined as the provision of psychological therapy and consultation over the Internet. An increasing number of MOGs are now being designed specifically for therapeutical applications, and several support groups, have been already developed in commercial MOGs such as Second Life and Entropia. From the technological viewpoint, the goal of this approach is to combine the use of Internet and Virtual Reality (VR) to create distributed virtual environments (VEs) that are used to enhance the remote communication between therapists and patients. We speculate that MOGs can convey higher feelings of presence and social presence than traditional etherapy tools such as email or chat. Embodiment by means of avatars has the potential to facilitate the clinical communication process, to positively influence group processes and cohesiveness in group-based therapies and to create higher levels of interpersonal trust. Potential caveats related to the use of MOGs in therapy are also discussed.

Original languageEnglish
Title of host publication2007 Virtual Rehabilitation, IWVR
Pages131-137
Number of pages7
DOIs
Publication statusPublished - 2007
Event2007 Virtual Rehabilitation, IWVR - Venice, Italy
Duration: Sep 27 2007Sep 29 2007

Other

Other2007 Virtual Rehabilitation, IWVR
CountryItaly
CityVenice
Period9/27/079/29/07

Fingerprint

Patient rehabilitation
Virtual reality
Internet
Communication
Electronic mail

ASJC Scopus subject areas

  • Computer Networks and Communications
  • Electrical and Electronic Engineering

Cite this

Prospects for the use of Multiplayer Online Games in psychological rehabilitation. / Gaggioli, Andrea; Gorini, Alessandra; Riva, Giuseppe.

2007 Virtual Rehabilitation, IWVR. 2007. p. 131-137 4362153.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Gaggioli, A, Gorini, A & Riva, G 2007, Prospects for the use of Multiplayer Online Games in psychological rehabilitation. in 2007 Virtual Rehabilitation, IWVR., 4362153, pp. 131-137, 2007 Virtual Rehabilitation, IWVR, Venice, Italy, 9/27/07. https://doi.org/10.1109/ICVR.2007.4362153
@inproceedings{f01a693eb055453ebc1d4ebaff38486d,
title = "Prospects for the use of Multiplayer Online Games in psychological rehabilitation",
abstract = "The aim of this paper is to describe the potential role of Multiplayer Online Games (MOGs) in e-therapy. E-therapy is defined as the provision of psychological therapy and consultation over the Internet. An increasing number of MOGs are now being designed specifically for therapeutical applications, and several support groups, have been already developed in commercial MOGs such as Second Life and Entropia. From the technological viewpoint, the goal of this approach is to combine the use of Internet and Virtual Reality (VR) to create distributed virtual environments (VEs) that are used to enhance the remote communication between therapists and patients. We speculate that MOGs can convey higher feelings of presence and social presence than traditional etherapy tools such as email or chat. Embodiment by means of avatars has the potential to facilitate the clinical communication process, to positively influence group processes and cohesiveness in group-based therapies and to create higher levels of interpersonal trust. Potential caveats related to the use of MOGs in therapy are also discussed.",
author = "Andrea Gaggioli and Alessandra Gorini and Giuseppe Riva",
year = "2007",
doi = "10.1109/ICVR.2007.4362153",
language = "English",
isbn = "1424412048",
pages = "131--137",
booktitle = "2007 Virtual Rehabilitation, IWVR",

}

TY - GEN

T1 - Prospects for the use of Multiplayer Online Games in psychological rehabilitation

AU - Gaggioli, Andrea

AU - Gorini, Alessandra

AU - Riva, Giuseppe

PY - 2007

Y1 - 2007

N2 - The aim of this paper is to describe the potential role of Multiplayer Online Games (MOGs) in e-therapy. E-therapy is defined as the provision of psychological therapy and consultation over the Internet. An increasing number of MOGs are now being designed specifically for therapeutical applications, and several support groups, have been already developed in commercial MOGs such as Second Life and Entropia. From the technological viewpoint, the goal of this approach is to combine the use of Internet and Virtual Reality (VR) to create distributed virtual environments (VEs) that are used to enhance the remote communication between therapists and patients. We speculate that MOGs can convey higher feelings of presence and social presence than traditional etherapy tools such as email or chat. Embodiment by means of avatars has the potential to facilitate the clinical communication process, to positively influence group processes and cohesiveness in group-based therapies and to create higher levels of interpersonal trust. Potential caveats related to the use of MOGs in therapy are also discussed.

AB - The aim of this paper is to describe the potential role of Multiplayer Online Games (MOGs) in e-therapy. E-therapy is defined as the provision of psychological therapy and consultation over the Internet. An increasing number of MOGs are now being designed specifically for therapeutical applications, and several support groups, have been already developed in commercial MOGs such as Second Life and Entropia. From the technological viewpoint, the goal of this approach is to combine the use of Internet and Virtual Reality (VR) to create distributed virtual environments (VEs) that are used to enhance the remote communication between therapists and patients. We speculate that MOGs can convey higher feelings of presence and social presence than traditional etherapy tools such as email or chat. Embodiment by means of avatars has the potential to facilitate the clinical communication process, to positively influence group processes and cohesiveness in group-based therapies and to create higher levels of interpersonal trust. Potential caveats related to the use of MOGs in therapy are also discussed.

UR - http://www.scopus.com/inward/record.url?scp=50849097535&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=50849097535&partnerID=8YFLogxK

U2 - 10.1109/ICVR.2007.4362153

DO - 10.1109/ICVR.2007.4362153

M3 - Conference contribution

SN - 1424412048

SN - 9781424412044

SP - 131

EP - 137

BT - 2007 Virtual Rehabilitation, IWVR

ER -