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Designing CBT-Rich Stories for Serious Games

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Serious Games (JCSG 2021)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 12945))

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Abstract

Mental illness has a long history of being stigmatised in societies around the world. This stigma denies individuals who have a mental illness the opportunity to lead everyday lives and leaves them reluctant to seek professional help for their illness. A form of therapy called Cognitive Behavioural Therapy (CBT) has proven to be very effective for various mental health issues. Serious game-based storytelling is a form of digital game that aims to create a virtual environment where the player encounters and solves problems in the games world for purposes other than entertainment, for example health and education. The work reported in this paper addresses how CBT can be incorporated in serious games. It focuses on story analysis and offers an illustrative example and a set of guidelines for incorporating a CBT resilience model based on physical, mental, emotional, and social resilience activities into the game’s storyline.

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Correspondence to Toka Hassan .

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Hassan, T., McKee, G.T. (2021). Designing CBT-Rich Stories for Serious Games. In: Fletcher, B., Ma, M., Göbel, S., Baalsrud Hauge, J., Marsh, T. (eds) Serious Games. JCSG 2021. Lecture Notes in Computer Science(), vol 12945. Springer, Cham. https://doi.org/10.1007/978-3-030-88272-3_8

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  • DOI: https://doi.org/10.1007/978-3-030-88272-3_8

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-88271-6

  • Online ISBN: 978-3-030-88272-3

  • eBook Packages: Computer ScienceComputer Science (R0)

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