Aider les adolescents à communiquer leurs émotions à l’aide d’un care game [Helping teenagers communicate their emotions with a care game]

Détails

ID Serval
serval:BIB_39C4B1FB2883
Type
Article: article d'un périodique ou d'un magazine.
Sous-type
Synthèse (review): revue aussi complète que possible des connaissances sur un sujet, rédigée à partir de l'analyse exhaustive des travaux publiés.
Collection
Publications
Institution
Titre
Aider les adolescents à communiquer leurs émotions à l’aide d’un care game [Helping teenagers communicate their emotions with a care game]
Périodique
Soins. Psychiatrie
Auteur⸱e⸱s
Bovet É., Güsewell A., Stantzos A.
ISSN
0241-6972 (Print)
ISSN-L
0241-6972
Statut éditorial
Publié
Date de publication
2025
Peer-reviewed
Oui
Volume
46
Numéro
358
Pages
22-26
Langue
français
Notes
Publication types: English Abstract ; Journal Article
Publication Status: ppublish
Résumé
Music can reduce the sense of loneliness experienced by many teenagers, increase their well-being and regulate their emotions. An interdisciplinary research team has teamed up with care teams, young psychiatric inpatients and developers to design Groovy Park, a care game combining music and video games. The game allows players to work together to create music in a variety of forms. Tested in two psychiatric institutions, it encourages creativity, inclusiveness and social interaction. User feedback is intended to enable the prototype to be adjusted with a view to its perennial integration into care practices.
Mots-clé
Humans, Adolescent, Video Games/psychology, Loneliness/psychology, Music Therapy/methods, Intersectoral Collaboration, Male, Emotions, France, Female, Communication, Mental Disorders/psychology, Mental Disorders/nursing, Interdisciplinary Communication, Social Interaction, adolescence, innovation, jeu vidéo, loneliness, mental health, music, musique, nnovation, santé mentale, solitude, video game
Pubmed
Création de la notice
02/05/2025 11:32
Dernière modification de la notice
03/05/2025 7:08
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