Serious game for the treatment of substance use disorders
The project team will create a digital game that can be used to improve treatment results for patients suffering from substance use disorders.
Projekti eesmärk
In this project, the team will work on creating a digital game that can be used in the treatment of substance use disorders. The game will be based on an approach known as attentional bias modification, which refers to helping patients improve their cognitive control and retrain themselves to respond to cues that would otherwise trigger drug use (Boendermaker et al. 2015). The developed game will be integrated in therapy sessions for substance use patients in Tallinn.
Rühma liikmed
Digitaalsed õpimängud (1)
Psühholoogia (1)
Ristmeedia (1)
Poliitika ja valitsemine (2)
Group 1
Rühma materjalid
PORTFOLIO_0.pdf (1.15 MB)
Participants
H
Huynh Duc Minh Pham
H
Hanna-Liis Parts
A
Annika Välja
H
Helena Heinloo
P
Prinsley Epie Hene
A
Anokam Talbot Aristol
Lisainfo viitamise ja õiguste kohta
When referencing project outcomes, the APA7 citation system is used.
If a work has more than 20 authors, the names of the first 19 authors are listed, followed by an ellipsis (...), and then the name of the final author. If there are fewer than 20 authors, the names of all authors are listed.
Rühma liikmed
Vene filoloogia (1)
Aasia uuringud (1)
Interdistsiplinaarsed humanitaarteadused - Artes Liberales (1)
Inimese ja arvuti interaktsioon (1)
Poliitika ja valitsemine (1)
Group 2
Participants
A
Aleksandra Zaidelson
I
Isabel Jeremjan
S
Sabuj Howlader
E
Ekaterina Krivich
A
Adebayo Oluwaseun Adeyemo
Lisainfo viitamise ja õiguste kohta
When referencing project outcomes, the APA7 citation system is used.
If a work has more than 20 authors, the names of the first 19 authors are listed, followed by an ellipsis (...), and then the name of the final author. If there are fewer than 20 authors, the names of all authors are listed.