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Alicia en el país de los videojuegos: un recorrido desde los estudios científicos sobre los mundos virtuales.

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Abstract

Leisure has been a promoter of technological advances throughout history, and behind it, science also advances. The deployment of new technologies is revolutionizing both the understanding of the mind and cognitive functions, as well as the treatment of their difficulties. Especially in the field of Sexology, studies are just in their infancy. Videogames provide a carefree , fun and motivating environment, where the individual can learn behaviors, self-perceptions, and a way of looking at the world around him, which have an impact on real life. Even behaviors related to consent, forms of attachments to virtual characters, and maintaining a relationship. The particularity of how the individual feels present in virtual environments has a huge impact on the emotions and experiences he or she goes through.. The more immersive the sensation is, the greater that impact. Among the tools to be considered is Virtual Reality, which has already proven effective in treating multiple difficulties, including sexual disorders. Combining the playful and motivating aspects of videogames and their pedagogical effectiveness, with the immersion of virtual reality, there is great potential in the future for the development of treatment protocols, which could accompany the sex therapy.

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Sophisticated video games that integrate engaging cognitive training with real-time biosensing and neurostimulation have the potential to optimize cognitive performance in health and disease. We argue that technology development must be paired with rigorous scientific validation and discuss academic and industry opportunities in this field. Sophisticated video games that integrate engaging cognitive training with real-time biosensing and neurostimulation have the potential to optimize cognitive performance in health and disease. We argue that technology development must be paired with rigorous scientific validation and discuss academic and industry opportunities in this field.
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This article offers an analysis of intentionality for virtual objects and explores some of the ethical implications of this analysis. The main example which serves as a motivation for the article is the case of a Chinese gamer who, in 2005, committed murder in retaliation for the theft of a virtual object, the theft of his virtual dragon sabre. The intentional analysis reveals that the way in which we experience virtual objects shares a structural similarity with the way in which we experience physical objects. Both virtual and physical objects are accessible through action and intersubjectively available. The final part of the article introduces three ethical points based on the intentional analysis. First, virtual objects can have the same ethical significance as physical objects. Second, it will be important to consider empirical results on the factors which influence one's subjective level of immersion in the virtual world. Finally, the intentional analysis of virtual objects suggests specific questions for future research.
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Virtual environments have recently attracted much attention in clinical medicine. Given the new opportunities offered by this technology, some on-going research projects are now testing the possibility of using virtual reality (VR) for behavioral therapy, especially in the treatment of phobias. This paper describes a psychodynamic psychotherapy, integrating VR, used for the treatment of erection dysfunctions and premature ejaculation. The rationale of this approach is presented together with the results obtained on two different clinical samples: patients who had been impotent for at least 6 months (N = 50), and patients affected by primary premature ejaculation (n = 16).
Article
The aim of the study was to evaluate the efficiency, after 1 year, of combined use of psychodynamic psychotherapy integrating virtual reality (VR) for the treatment of erectile dysfunction (ED) and premature ejaculation (PE) in 160 heterosexual males who had neither any prior sexual therapy nor had made use (either before, during or after therapy) of any specific pharmaceuticals for the treatment of primary sexual dysfunction. All subjects had given their informed consent. After a clinical diagnosis in an andrologic center, 50 presumably psychological ED (average age 43.7 years), 60 mixed ED (53.9 years) and 50 primary PE (39 years) who suffered these problems over 6 months were undergoing a cycle of 12 sessions, over a 25-week period, of psychotherapy, integrating an audio CD and helmet with miniature television screens that projected specially designed CD-ROM program on the ontogenetic development of male sexual identity. The clinical follow up was done after 6 and 12 months after the cycle. After one year, the overall partial (two times out of three) and complete positive response rate for psychological ED was 75%, for mixed ED was 47% and for PE was 54%. We considered drop-out cases as only before the 7th session of the treatment cycle, the drop-outs after session 7 and the patients that did not show up for follow-up are counted as negative results. Two patients reported nausea and one, vertigo during the first 15-min virtual reality experience. Considering the particular way that full-immersion virtual reality involves the subject who experiences it, we hypothesized that this methodological approach could speed up the therapeutic process. The evidence that positive results persist over time allows us to hypothesize that certain changes in cerebral function can be possible and that these changes are correlated to favorable sexual performance in the male.
The study describes a therapeutic approach using psycho-dynamic psychotherapy integrating virtual environment (VE) for resolving impotence or better erectile dysfunction (ED) of presumably psychological or mixed origin and premature ejaculation (PE). The plan for therapy consists of 12 sessions (15 if a sexual partner was involved) over a 25-week period on the ontogenetic development of male sexual identity, and the methods involved the use of a laptop PC, joystick, Virtual Reality (VR) helmet with miniature television screen showing a new specially-designed CD-ROM programs using Virtools with Windows 2000 and an audio CD. This study was composed of 30 patients, 15 (10 suffering from ED and 5 PE) plus 15 control patients (10 ED and 5 PE), that underwent the same therapeutic protocol but used an old VR helmet to interact with the old VE using a PC Pentium 133 16 Mb RAM. We also compared this study with another study we carried out on 160 men affected by sexual disorders, underwent the same therapeutic protocol, but treated using a VE created (in Superscape VRT 5.6) using always Windows 2000 with portable tools. Comparing the groups of patients affected by ED and PE, there emerged a significant positive results value without any important differences among the different VE used. However, we had a % increase of undesirable physical reactions during the more realistic 15-minute VR experience using Virtools development kit. Psychotherapy alone normally requires long periods of treatment in order to resolve sexual dysfunctions. Considering the particular way in which full-immersion VR involves the subject who experiences it (he is totally unobserved and in complete privacy), we hypothesise that this methodological approach might speed up the therapeutic psycho-dynamic process, which eludes cognitive defences and directly stimulates the subconscious, and that better results could be obtained in the treatment of these sexual disorders. This method can be used by any psychotherapist and it can be used alone or associated with pharmacotherapy prescribed by the urologist/andrologist as part of a therapeutic alliance.
Alicia en el país de los videojuegos: un recorrido desde los estudios científicos sobre los mundos virtuales. Revista argentina de sexualidad humana
  • V L Baschera
Baschera, V. L. (2020) Alicia en el país de los videojuegos: un recorrido desde los estudios científicos sobre los mundos virtuales. Revista argentina de sexualidad humana. Sociedad Argentina de Sexualidad Humana. Edición 2022., p. 47. 78
Limits and possibilities of an online game for building adolescents' knowledge of sexuality
  • Serpa Da
Serpa da. (2016). Limits and possibilities of an online game for building adolescents' knowledge of sexuality.
Multimedia and virtual reality techniques in the treatment of male erectile disorders
  • G Optale
  • A Munari
  • A Nasta
  • C Pianon
  • J B Verde
  • G Viggiano
Optale, G., Munari, A., Nasta, A., Pianon, C., Verde, J. B., & Viggiano, G. (1997). Multimedia and virtual reality techniques in the treatment of male erectile disorders. International Journal of Impotence Research, 9(4), 197-203. doi:10.1038/sj.ijir.3900316
Experiencias motivacionales gamificadas: una revisión sistemática de literatura
  • G Optale
  • S Marin
  • M Pastore
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