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What Role Can Avatars Play in e-Mental Health Interventions? Exploring New Models of Client–Therapist Interaction

机译:头像在电子心理健康干预中可以扮演什么角色?探索客户与治疗师互动的新模式

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摘要

In the burgeoning field of e-mental health interventions, avatars are increasingly being utilized to facilitate online communication between clients and therapists, and among peers. Avatars are digital self-representations, which enable individuals to interact with each other in computer-based virtual environments. In this narrative review, we examine the psychotherapeutic applications of avatars that have been investigated and trialed to date. Five key applications were identified (1) in the formation of online peer support communities; (2) replicating traditional modes of psychotherapy by using avatars as a vehicle to communicate within a wholly virtual environment; (3) using avatar technology to facilitate or augment face-to-face treatment; (4) as part of serious games; and (5) communication with an autonomous virtual therapist. Across these applications, avatars appeared to serve several functions conducive to treatment engagement by (1) facilitating the development of a virtual therapeutic alliance; (2) reducing communication barriers; (3) promoting treatment-seeking through anonymity; (4) promoting expression and exploration of client identity; and (5) enabling therapists to control and manipulate treatment stimuli. Further research into the feasibility and ethical implementation of avatar-based psychotherapies is required.
机译:在新兴的电子心理健康干预领域,化身越来越多地用于促进客户与治疗师之间以及同伴之间的在线交流。头像是数字自我表示,使个人可以在基于计算机的虚拟环境中进行交互。在这篇叙述性评论中,我们检查了迄今为止已进行过试验的化身的心理治疗应用。确定了五个关键应用程序(1)建立在线对等支持社区; (2)通过使用化身作为媒介在整个虚拟环境中进行交流来复制传统的心理治疗方式; (3)使用头像技术来促进或增强面对面的治疗; (4)作为严肃游戏的一部分; (5)与自主虚拟治疗师的沟通。在这些应用中,化身似乎起着有益于参与治疗的若干功能,其作用是:(1)促进虚拟治疗联盟的发展; (2)减少沟通障碍; (3)通过匿名促进寻求治疗; (4)促进表达和探索客户身份; (5)使治疗师能够控制和操纵治疗刺激。需要对基于化身的心理治疗的可行性和道德实施进行进一步研究。

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