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Os problemas de saúde mental são um sério obstáculo para os estudantes universitários, tornando
as tarefas da vida quotidiana difíceis e stressantes, afetando negativamente as suas notas académi cas, competências sociais e até mesmo levando à dor física. A perturbação de ansiedade social,
um problema comum entre os estudantes universitários, leva o indivíduo a evitar interagir com
outros e a ter um medo constante de julgamentos negativos. As intervenções digitais têm mostrado
resultados promissores para a prestação de cuidados de saúde mental a estudantes universitários,
particularmente através da integração da tecnologia de realidade virtual (VR) para simular cenários
imersivos da vida real. Neste trabalho, exploramos como um jogo baseado em VRCBT (Cognitive
Behavioral Therapy de Realidade Virtual) pode transmitir eficazmente conceitos e práticas de
CBT, ao mesmo tempo que analisamos as implicações e os desafios de design da criação de uma
experiência transformadora para o jogador. Para tal, doze estudantes universitários com idades
compreendidas entre os 18 e os 25 anos foram recrutados para participar num estudo no qual
testaram o artefacto e responderam a questionários pré e pós-intervenção, juntamente com uma
entrevista semiestruturada no final. Avaliámos o ganho de conhecimento do participante em CBT,
o ganho de literacia em saúde mental e a experiência de jogo. Os resultados demonstraram uma
experiência positiva para todos os participantes, tendo sido observado um aumento tanto no con hecimento sobre a CBT como na literacia em saúde mental, sugerindo que esta abordagem foi
capaz de aumentar o envolvimento, a literacia em saúde mental e a aplicação prática da CBT.
Embora sejam necessários refinamentos no design e na metodologia, especialmente no equilíbrio de
alguns elementos do jogo e na avaliação do efeito da intervenção a longo prazo, este estudo con tribui para a compreensão do potencial do papel de VRCBT para a ansiedade social num contexto
universitário.
Mental health issues are a serious obstacle to college students, making everyday life tasks difficult and stressful, thus negatively affecting student’s academic grades, social skills and even leading to physical pain. Social anxiety disorder, a common issue amongst college students, leads the individ ual to avoid interacting with other people and to possess an ongoing fear of negative judgements. Digital interventions have shown promising results for providing mental health care to college stu dents, particularly through the integration of virtual reality (VR) technology to simulate immersive real-life scenarios. In this work, we explore how a game based on VRCBT (Virtual Reality Cogni tive Behavioral Therapy) can effectively convey CBT concepts and practices while also analysing the design implications and challenges of creating a transformative player experience. To this end, twelve college students aged 18-25 were recruited to participate in a study where they tested the artifact and completed pre and post intervention questionnaires, along with a semi-structured interview at the end. We evaluated the participant’s knowledge gain in CBT, mental health liter acy gain, and gameplay experience. The results showed a positive experience for all participants, with an observed increase in both CBT knowledge and mental health literacy, suggesting that this approach was capable of enhancing engagement, mental health literacy, and practical CBT application. While refinements in design and methodology are required, especially in balancing some game elements and evaluating the intervention’s effect long term, this study contributes to understanding the potential of VRCBT’s role for social anxiety in a college context.
Mental health issues are a serious obstacle to college students, making everyday life tasks difficult and stressful, thus negatively affecting student’s academic grades, social skills and even leading to physical pain. Social anxiety disorder, a common issue amongst college students, leads the individ ual to avoid interacting with other people and to possess an ongoing fear of negative judgements. Digital interventions have shown promising results for providing mental health care to college stu dents, particularly through the integration of virtual reality (VR) technology to simulate immersive real-life scenarios. In this work, we explore how a game based on VRCBT (Virtual Reality Cogni tive Behavioral Therapy) can effectively convey CBT concepts and practices while also analysing the design implications and challenges of creating a transformative player experience. To this end, twelve college students aged 18-25 were recruited to participate in a study where they tested the artifact and completed pre and post intervention questionnaires, along with a semi-structured interview at the end. We evaluated the participant’s knowledge gain in CBT, mental health liter acy gain, and gameplay experience. The results showed a positive experience for all participants, with an observed increase in both CBT knowledge and mental health literacy, suggesting that this approach was capable of enhancing engagement, mental health literacy, and practical CBT application. While refinements in design and methodology are required, especially in balancing some game elements and evaluating the intervention’s effect long term, this study contributes to understanding the potential of VRCBT’s role for social anxiety in a college context.
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Realidade virtual Cognitive behavioral therapy Jogos Saúde mental Ansiedade social Virtual reality Games Mental health Social anxiety Informatics Engineering . Faculdade de Ciências Exatas e da Engenharia
