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Video Games
Leonardo Marengo1, 2, Lucas N. Ferreira3, Thiago Strahler Rivero4 and Juan Carlos Godoy 1
1
Laboratory of Psychology, Faculty of Psychology, National University of Córdoba, Enrique Barros y Enfermera Gordillo s/n, Ciudad Universitaria,
2
Medical Research Institute M. y M. Ferreyra, INIMEC-CONICET, National University of Córdoba, Córdoba, CP 5000, Argentina;
3
Augmented Design Lab, University of California Santa Cruz, Santa Cruz – USA;
4
Department of Psychobiology, Federal University of São Paulo, São Paulo – Brazil
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Abstract
anxiety and social disorder symptoms. However, a significant number of these interventions
have limited effectiveness. Therefore, new paradigms based on video games have been
developed. Following this approach, the present opinion paper aim to review these new
interventions for stuttering, suggesting that new methodological guidelines are needed to
Resumo
um número significativo destas intervenções têm eficácia limitada. Portanto, têm sido
presente artigo de opinião objetiva realizar uma revisão destas novas intervenções para a
gaguez, sugerindo que novas orientações metodológicas são necessários para alcançar uma
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Introduction
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is relatively early; between 2 and 5 years white matter can be found in adults who
Contributions from epidemiology suggest This is the most important difference in the
that the first manifestation of stuttering diminished connection between insula and
occurs around 3 to 4 years old (Reilly et the inferior temporal gyrus and between
al., 2013, 2009). This disorder is more inferior temporal and supramarginal gyrus
prevalent in males (Yairi & Ambrose, (Cieslak, Ingham, Ingham, & Grafton,
2005; Ambrose, Cox, & Yairi, 1997; 2015). Even more precise brain signatures
known that in both sexes the difficulties and disfluency in stutter) and as a trait
may extend into adolescence and even into (difference between subjects with and
Related Work
mapping the brain circuitry and approaches derive mainly from speech
McQuiade et al., 2014; Ciabarra et al., approaches are based on positive verbal
2000; Rosenbek et al., 1978). For instance, feedback in patients who were receiving
Neef, Anwander and Friederici (2015) treatment (Antipova et al., 2008). Also,
reduced left hemisphere speech dynamics cognitive behavioral therapy were useful
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& Shivashankar, 2010; Beilby & Byrnes, which can be used to build a game to
2012). In this sense, group therapy has transfer gains. Umanski et al. (2008)
However, results of effectiveness of who stutter. Such work also suggested that
of behavioral strategies and found no Lavender and Gromala (2012), have been
treating stuttering. Recently, several evaluated the use of video games for
methodologies and guidelines for creating called "Audition, The Game", which was
clinical and health areas. For instance, equipped with headphones and
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microphones. The galvanic skin response Lavender & Gromala article was an
(a stress biomarker) was measured using innovative protocol for stuttering treatment
specialised sensors in the tips of the and it is one of the latest efforts in this
controlling a character who must pass an video games, which is an important aspect
(controlled by the player with a computer social anxiety, one of the main clinical
must go through a myriad of challenges the authors did not take into account
and obstacles along the way, with the aim important theoretical and methodological
of increasing stress and adrenaline. After concepts related to stuttering treatment and
this, the player is finally presented to a serious video game design. Therefore, it is
room in which it should read aloud, for 30 important to define a set of guidelines for
seconds, a tongue twister, preserving pace developing video games centered in the
gameplay, game difficulty, enjoyment and wide range of social situations related to
anxiety experienced during the game. everyday’s life (Kraaimaat et al., 2002;
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van Dam-Baggen, & Kraaimaat, 1999), virtual reality devices to treat substance
mainly situations that activate behaviors abuse disorders. The authors presented
related to the disorder (Cream et al., 2010; different scenarios in which the character,
Lowe et al., 2012; Plexico et al., 2009). controlled by the participant, must expose
There are also other illustrative examples itself to stimuli that elicits additive
of social situations that elicit avoidance responses, inducing search behaviors and
behavior in people who stutter. It is substances usage (Paris et al., 2011). These
viable social situations, such as the context researches conducted through exposure
Levin, 2004; Poulton & Andrews, 1994) repeated stimuli related to drug use
and specific strategies that are associated responses associated with this substance
with avoidance in situations where verbal (Lee et al. 2004; Bordnick et al., 2004,
games for the treatment of substance abuse study as performed by Klinger et al.
Nemire, Biel and Swan (1999), and effectiveness of a virtual reality device
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the authors increased the inferential skin responses, because there are also
sample used to develop their study was not socio-cognitive disorders, such as phobia
composed of individuals who stutter, and social anxiety (Iverach & Rapee,
which represents a significant 2014; see Craig & Tran, 2014 for a meta-
Moreover, we consider that (i) the study unclear whether measures were obtained to
loses objectivity and specificity in not assess the usability of the device. In other
(e.g., anxiogenic responses, implicit software has not been evaluated. The
stutterers, which (ii) leads to severe the construct (in this particular case, the
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Lavender and Gromala there were no protocol, increasing the reliability, validity
everydays life. Their study employed a device. Finally, the repeated and
which the player appears and utters series scenarios in a virtual reality device
hypotheses of work, which face the new Therefore, we believe that the proposed
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How to cite this Article: Marengo, L., Ferreira, L.N., Rivero, T.S., & Godoy, C. (2016). A Critical View of a Treatment Intervention for
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Stuttering Based on Video Games. International Journal of Psychology and Neuroscience, 2(1), 235-250.
Received: 18/12/2015; Revised: 03/02/2016; Accepted: 17/02/2016; Published online: 9/05/2016; ISSN 2183-5829