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Interactive Stories for Health Interventions

  • Mei Si
  • Stacy Marsella
  • Lynn Miller
Part of the Lecture Notes in Computer Science book series (LNCS, volume 6432)

Motivation

In recent years, there has been an increasing interest in exploring virtual environments and computer aided interactive stories as tools in developing health promotion and disease prevention interventions. Applications have been developed to address a range of health related conditions, including stress [1], risky behaviors [2] and post-traumatic stress disorder(PTSD) [3].

Compared to conventional intervention techniques, which usually require face-toface interactions with clinicians, computer aided interactive stories have several advantages. They are less expensive to the user. The user can access the materials at any time and from his/her convenient locations. The privacy provided by computer aided interventions can help engage the user more efficiently. People who are suffering from mental health conditions often do not actively seek treatment because of the perceived stigma. Interacting with a computer program can make them feel less embarrassed and more in control.

Moreover, story itself is a powerful tool to teach and change people’s behaviors. The support of interactivity makes interactive stories even more powerful by allowing the user to experience and learn in context. Further, the story, and intervention messages, can be tailored based on user profiles and the user’s patterns of interaction within the intervention.

Keywords

Virtual Environment Mental Health Condition Risky Behavior Intervention Message Convenient Location 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

References

  1. 1.
    Marsella, S.C., Johnson, W.L., Labore, C.: Interactive Pedagogical Drama for Health Interventions. In: AIED, pp. 341–348 (2003)Google Scholar
  2. 2.
    Miller, L.C., Christensen, J.L., Godoy, C.G., Appleby, P.R., Corsbie-Massay, C., Read, S.J.: Reducing risky sexual decision-making in the virtual and in the real-world: Serious games, intelligent agents, and a SOLVE Approach. In: Ritterfeld, U., Cody, M., Vorderer, P. (eds.) Serious Games: Mechanisms and Effects. Routledge, LEA Press (2009)Google Scholar
  3. 3.
    Rizzo, A., Newman, B., Parsons, T., Reger, G., Difede, J., Rothbaum, B.O., Mclay, R.N., Holloway, K., Graap, K., Newman, B., Spitalnick, J., Bordnick, P., Johnston, S., Gahm, G.: Development and Clinical Results from the Virtual Iraq Exposure Therapy Application for PTSD. In: IEEE Explore: Virtual Rehabilitation (2009)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2010

Authors and Affiliations

  • Mei Si
    • 1
  • Stacy Marsella
    • 1
  • Lynn Miller
    • 2
  1. 1.Institute for Creative TechnologiesUniversity of Southern CaliforniaUSA
  2. 2.Annenberg School for CommunicationUniversity of Southern CaliforniaUSA

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