Social skills training with a tabletop role-playing game, before and during the pandemic of 2020: in-person and online group sessions

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article
Data de publicação
2024
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FRONTIERS MEDIA SA
Autores
ANDRADE, Marcus Tulio Pereira de
BENEVIDES, Raissa Roberti
FUKUE, Lucas Eiji Kong
LIMA, Arthur Vaciloto
OLIVEIRA, Maria Beatriz Baggio Z. N. de
OLIVEIRA, Daniel Amorim Medeiros de
Citação
FRONTIERS IN PSYCHIATRY, v.14, article ID 1276757, 10p, 2024
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Resumo
BackgroundThe area of social skills is broad, in theory and in practice. For social skills training, various clinical practices have been applied in group sessions, as have motivational resources such as role-playing games (RPGs). In recent years, the need arose to assess the clinical impact of the pandemic. The objective of this study was to determine the impact that the pandemic has had on in-person and online social skills training.MethodsWe evaluated six subjects with autism spectrum disorder, with or without another, similar disorder, each of whom attended a total of 12 two-hour RPG sessions over a 12-month period. The original (Portuguese-language) version of the Social Skills Inventory for Adolescents was applied at three different time points (pre-, mid-, and post-intervention).ResultsAfter six in-person tabletop RPG sessions, there was an increase in the mean frequency scores and a decrease in the mean difficulty scores. However, during the pandemic, the remaining six sessions were conducted online and the effect was the opposite.ConclusionOur data indicate that there is a need for further studies assessing social skills training in online contexts.
Palavras-chave
social skills training, tabletop role-playing game, online therapy, group psychotherapy, behavior analysis, pandemics
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