
@article{ref1,
title="Serious games in group help to evaluate the risk of suicide",
journal="Annual Review of CyberTherapy and Telemedicine",
year="2016",
author="Vlachopoulou, X. and Haddouk, L.",
volume="14",
number="",
pages="233-237",
abstract="Serious games can be used in many contexts and also in the field of psychotherapeutic mediations. The game Clashback by Prof. Pommereau has been developed in order to re-create situations of crisis between teenagers and their family. The main character of this game is Chloe, a 16-year-old girl who is trying to convince her father to allow her getting a tattoo. The player chooses the replies that he/she considers best in order to achieve this goal. We used this game with teenagers between 14 and 19 years old who have suicidal tendencies (group 1) or have attempted to commit suicide (group 2), during their full hospitalization in a psychiatric center for an average duration of one month. We proposed the game to groups of teenagers, but only one member of the group played during a single session. Every game was recorded and it provided a quantitative profile about the player, on aspects such as sociability, impulsiveness and adaptability. We compared these results to genogram, medical diagnosis and to qualitative data collected during scheduled clinical interviews during hospitalization. We compared the 3 mentioned aspects between the group 1 and group 2, which were composed of 20 participants in total (10 girls and 10 boys). <br><br>RESULTS show that the sociability and adaptability are higher for teenagers of group 1, whereas impulsivity seems higher for teenagers of group 2. These results indicate the possibility to use this kind of technological support as a complement in the psychological evaluation of measuring the risk of suicide. © 2016 by Interactive Media Institute.<p /><p>Language: en</p>",
language="en",
issn="1554-8716",
doi="",
url="http://dx.doi.org/"
}