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As smart solutions for healthcare (eHealth) are becoming increasingly widespread, apps and other digital devices may effectively complement various forms of psychotherapy. We point at children and adolescents in psychological therapy as a yet-underserved public for similar solutions. Moreover, a shared design sensibility between interaction designers, game designers, and therapists is still lacking. The Games 4 Therapy initiative was launched to address this problem space through practical design explorations. We illustrate its design research agenda, we call for more attention to children and adolescents as important recipients of digitally-mediated psychological therapies, and we offer actionable concepts and game design tactics for interaction designers and psychotherapists. Finally, we discuss our findings by "thinking through" a selection of conceptual design explorations, pointing at the characteristics and tactics we identified in our sketches.
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Imagery Rehearsal Therapy (IRT) is effective for trauma-related nightmares and is also a challenge to patients in finding access to their traumatic memories, because these are saved in non-verbal, visual, or audiovisual language. Art therapy (AT) is an experiential treatment that addresses images rather than words. This study investigates the possibility of an IRT-AT combination. Systematic literature review and field research was conducted, and the integration of theoretical and practice-based knowledge resulted in a framework for Imagery Rehearsal-based Art Therapy (IR-AT). The added value of AT in IRT appears to be more readily gaining access to traumatic experiences, living through feelings, and breaking through avoidance. Exposure and re-scripting take place more indirectly, experientially and sometimes in a playlike manner using art assignments and materials. In the artwork, imagination, play and fantasy offer creative space to stop the vicious circle of nightmares by changing theme, story line, ending, or any part of the dream into a more positive and acceptable one. IR-AT emerges as a promising method for treatment, and could be especially useful for patients who benefit least from verbal exposure techniques. This description of IR-AT offers a base for further research.
BACKGROUND: We compared the effect of a 12-week group-based multidisciplinary self-management rehabilitation program, combining physical training (twice weekly) and cognitive-behavioral therapy (once weekly) with the effect of 12-week group-based physical training (twice weekly) on cancer survivors' quality of life over a 1-year period.MATERIALS AND METHODS: One hundred forty-seven survivors [48.8 +/- 10.9 years (mean +/- SD), all cancer types, medical treatment > or = 3 months ago] were randomly assigned to either physical training (PT, n = 71) or to physical training plus cognitive-behavioral therapy (PT + CBT, n = 76). Quality of life and physical activity levels were measured before and immediately after the intervention and at 3- and 9-month post-intervention using the European Organization for Research and Treatment of Cancer Quality of Life Questionnaire C30 questionnaire and the Physical Activity Scale for the Elderly, respectively.RESULTS: Multilevel linear mixed-effects models revealed no differential pattern in change of quality of life and physical activity between PT and PT + CBT. In both PT and PT + CBT, quality of life and physical activity were significantly and clinically relevantly improved immediately following the intervention and also at 3- and 9-month post-intervention compared to pre-intervention (p < 0.001).CONCLUSION: Self-management physical training had substantial and durable positive effects on cancer survivors' quality of life. Participants maintained physical activity levels once the program was completed. Combining physical training with our cognitive-behavioral intervention did not add to these beneficial effects of physical training neither in the short-term nor in the long-term. Physical training should be implemented within the framework of standard care for cancer survivors.
Goed slapen is van belang voor de gezondheid, de alertheid en stressreductie van mensen. Echter kampen veel mensen met slaapproblemen, waarbij chronisch slecht slapen kan leiden tot o.a. cognitieve problemen (depressie en dementie) en het heeft een negatief effect op de kwaliteit van leven. Kwaliteit van slapen hangt samen met hoe de slaap wordt ervaren en of iemand voldoende uitrust en tevreden is over de slaap, echter is 63% van de Nederlanders ontevreden over de eigen slaapkwaliteit. Dit project richt zich op volwassenen met slaapproblemen. Door middel van co-creatie wordt er gewerkt aan een digitale slaapcoach, als verlengstuk van een slaapexpert. Uitgangspunt van de coach is de eerder ontwikkelde voedingscoach Halloliz. De nieuwe slaapcoach helpt bij het in kaart brengen van individuele factoren die de slaapkwaliteit verminderen, bij het verbeteren van slaapgedrag en bij het bestendigen hiervan. Er wordt gebruik gemaakt van Cognitive Behavior Therapy for Insomnia, waarbij het effect van interventies op slaapgedrag direct wordt verwerkt in een aangepast slaapplan. Het project richt zich op het ontwikkelen van een slaapcoach rekening houdend met adoptie en motivatie van de doelgroep om de coach te gebruiken. Adoptie hangt onder andere samen met de vorm en uitstraling van de slaapcoach, maar ook met de bereidheid van de gebruiker om het gedrag te veranderen. Daarnaast speelt motivatie een belangrijke rol bij het bestendigen van gedragsverandering. In het project wordt de patient journey in kaart gebracht en wordt uitgezocht hoe het ontwerp van de coach kan worden geoptimaliseerd richting adoptie, motivatie en uiteindelijk de gewenste gedragsverandering. Een consortium van experts in het ontwerpen (co-creatie) van eHealth oplossingen en gebruikersonderzoek zal het project uitvoeren. Deze worden bijgestaan door een klankbordgroep bestaande uit onder andere slaapexperts.