It's not dangerous to go alone. The potential of digital media for treating panic disorder.
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Document Type
Master Thesis
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CC-BY-NC-ND
Abstract
Digital solutions such as serious games are increasingly being used in healthcare and education. From a literature study of gamification, mobile applications and serious games, a study of what panic disorder entails and a study of what the most popular treatment options are, the author concludes that gamification, mobile apps and serious games can be used to support the treatment for panic disorder, and can help patients, but digital methods can and should not replace standard treatment for now.
Keywords
panic disorder, serious games, gamification, mobile applications, cognitive behavioural therapy, mindfulness