Today, digital transformation and virtualization processes profoundly affect societies; not only in terms of socio-economic disruption, but also in terms of rising mental health problems. This paper focuses on the design aspects and the use of “nurture games” as a social utility of preventive measures (that is referred to in this paper as “Digital Therapies”), in the realm of nurturing and public school education, supporting therapeutic benefit and well-being. The Cognitive Behavioral Therapy (CBT), employed for treating a large number of mental problems, is considered here as a fundamental psychotherapeutic approach, which needs to underpin the design of games aiming to improve mental health and support the prevention of challenging behaviors in youth.
CITATION STYLE
Wierzbicki, R. J. (2018). Digital Therapies. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 11112 LNCS, pp. 266–273). Springer Verlag. https://doi.org/10.1007/978-3-319-99426-0_28
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