Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Tony Lam is active.

Publication


Featured researches published by Tony Lam.


Journal of Mental Health | 2012

Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study

Fernando Fernández-Aranda; Susana Jiménez-Murcia; Juan José Santamaría; Katarina Gunnard; Antonio Soto; Elias Kalapanidas; Richard Bults; Costas Davarakis; Todor Ganchev; Roser Granero; Dimitri Konstantas; Theodoros Kostoulas; Tony Lam; Mikkel Lucas; Cristina Masuet-Aumatell; Maher H. Moussa; Jeppe Nielsen; Eva Penelo

Background Previous review studies have suggested that computer games can serve as an alternative or additional form of treatment in several areas (schizophrenia, asthma or motor rehabilitation). Although several naturalistic studies have been conducted showing the usefulness of serious video games in the treatment of some abnormal behaviours, there is a lack of serious games specially designed for treating mental disorders. Aim The purpose of our project was to develop and evaluate a serious video game designed to remediate attitudinal, behavioural and emotional processes of patients with impulse-related disorders. Method and results The video game was created and developed within the European research project PlayMancer. It aims to prove potential capacity to change underlying attitudinal, behavioural and emotional processes of patients with impulse-related disorders. New interaction modes were provided by newly developed components, such as emotion recognition from speech, face and physiological reactions, while specific impulsive reactions were elicited. The video game uses biofeedback for helping patients to learn relaxation skills, acquire better self-control strategies and develop new emotional regulation strategies. In this article, we present a description of the video game used, rationale, user requirements, usability and preliminary data, in several mental disorders.


Cyberpsychology, Behavior, and Social Networking | 2009

Internet-based cognitive-behavioral therapy for bulimia nervosa: a controlled study.

Fernando Fernández-Aranda; Araceli Núñez; Cristina Martínez; Isabel Krug; Mikael Cappozzo; Isabelle Carrard; P. Rouget; Susana Jiménez-Murcia; Roser Granero; Eva Penelo; Juanjo Santamaría; Tony Lam

The object of this study was to examine the effectiveness of an Internet-based therapy (IBT) for bulimia nervosa (BN) as compared to a waiting list (WL). Sixty-two female BN patients, diagnosed according to DSM-IV criteria, were assigned to either the IBT or a WL. The control participants (WL) were matched to the IBT group in terms of age, duration of the disorder, number of previous treatments, and severity of the disorder. Assessment measures included the EDI, SCL-90-R, BITE, the TCI-R, and other clinical and psychopathological indices, which were administrated before and after the treatment. Considering the IBT, while the mean scores were lower at the end of the treatment for some EDI scales (bulimic, interpersonal distrust, maturity fears, and total score) and the BITE symptomatology subscale, the mean BMI was higher at posttherapy. Predictors of good IBT outcome were higher scores on the EDI perfectionism scale and EAT and a higher minimum BMI. Drop-out (after IBT 35.5% of cases) was related to higher SCL-anxiety scores, a lower hyperactivity, a lower minimum BMI, and lower TCI-reward dependence scores. At the end of the treatment, bingeing and vomiting abstinence rates differed significantly between the two groups. Results suggest that an online self-help approach appears to be a valid treatment option for BN when compared to a WL control group, especially for people who present a lower severity of their eating disorder (ED) symptomatology and some specific personality traits.


European Eating Disorders Review | 2013

Video game therapy for emotional regulation and impulsivity control in a series of treated cases with bulimia nervosa.

Ana B. Fagundo; Juan José Santamaría; Laura Forcano; Cristina Giner-Bartolomé; Susana Jiménez-Murcia; Isabel Sánchez; Roser Granero; Maher Ben-Moussa; Nadia Magnenat-Thalmann; Dimitri Konstantas; Tony Lam; Mikkel Lucas; Jeppe Nielsen; Richard Bults; Salomé Tárrega; José M. Menchón; Rafael de la Torre; Valentina Cardi; Janet Treasure; Fernando Fernández-Aranda

Although standard psychological treatments have been successful in treating several core features in eating disorders (ED), other characteristics such as emotional regulation or impulsivity appear to be more resistant to change. There is a growing body of evidence to support the efficacy of cognitive remediation for cognitive and emotional difficulties in ED. Playmancer/ Islands is a video game (VG) designed to specifically treat mental disorders, characterized by problems in impulse control. The objective of the game is to increase self-control over emotions, decision making and behaviours. The aim of this study is to describe the results from a consecutive series of nine bulimia nervosa patients who were treated with the VG in addition to cognitive behaviour therapy (CBT). The outcomes included clinical and psychopathological questionnaires, and physiological measures were obtained during the VG. Emotional regulation improved, heart rate variability increased, and respiratory rate and impulsivity measures reduced after the treatment. These findings suggest that VG training may enhance treatment for ED.


European Eating Disorders Review | 2012

The Facial and Subjective Emotional Reaction in Response to a Video Game Designed to Train Emotional Regulation (Playmancer)

Laurence Claes; Susana Jiménez-Murcia; Juan José Santamaría; Maher Ben Moussa; Isabel Sánchez; Laura Forcano; Nadia Magnenat-Thalmann; Dimitri Konstantas; Mikkel L. Overby; Jeppe Nielsen; Richard Bults; Roser Granero; Tony Lam; Elias Kalapanidas; Janet Treasure; Fernando Fernández-Aranda

Several aspects of social and emotional functioning are abnormal in people with eating disorders. The aim of the present study was to measure facial emotional expression in patients with eating disorders and healthy controls whilst playing a therapeutic video game (Playmancer) designed to train individuals in emotional regulation. Participants were 23 ED patients (11 AN, 12 BN) and 11 HCs. ED patients self reported more anger at baseline but expressed less facial expression of anger during the Playmancer game. The discrepancy between self-report and non-verbal expression may lead to problems in social communication.


Journal of Medical Internet Research | 2014

Physiological and Brain Activity After a Combined Cognitive Behavioral Treatment Plus Video Game Therapy for Emotional Regulation in Bulimia Nervosa: A Case Report

Ana B. Fagundo; Esther Via; Isabel Sánchez; Susana Jiménez-Murcia; Laura Forcano; Carles Soriano-Mas; Cristina Giner-Bartolomé; Juan José Santamaría; Maher Ben-Moussa; Dimitri Konstantas; Tony Lam; Mikkel Lucas; Jeppe Agger Nielsen; Peter Lems; Narcís Cardoner; José M. Menchón; Rafael de la Torre; Fernando Fernández-Aranda

Background PlayMancer is a video game designed to increase emotional regulation and reduce general impulsive behaviors, by training to decrease arousal and improve decision-making and planning. We have previously demonstrated the usefulness of PlayMancer in reducing impulsivity and improving emotional regulation in bulimia nervosa (BN) patients. However, whether these improvements are actually translated into brain changes remains unclear. Objective The aim of this case study was to report on a 28-year-old Spanish woman with BN, and to examine changes in physiological variables and brain activity after a combined treatment of video game therapy (VGT) and cognitive behavioral therapy (CBT). Methods Ten VGT sessions were carried out on a weekly basis. Anxiety, physiological, and impulsivity measurements were recorded. The patient was scanned in a 1.5-T magnetic resonance scanner, prior to and after the 10-week VGT/CBT combined treatment, using two paradigms: (1) an emotional face-matching task, and (2) a multi-source interference task (MSIT). Results Upon completing the treatment, a decrease in average heart rate was observed. The functional magnetic resonance imaging (fMRI) results indicated a post-treatment reduction in reaction time along with high accuracy. The patient engaged areas typically active in healthy controls, although the cluster extension of the active areas decreased after the combined treatment. Conclusions These results suggest a global improvement in emotional regulation and impulsivity control after the VGT therapy in BN, demonstrated by both physiological and neural changes. These promising results suggest that a combined treatment of CBT and VGT might lead to functional cerebral changes that ultimately translate into better cognitive and emotional performances.


PLOS ONE | 2014

Explicit and implicit emotional expression in bulimia nervosa in the acute state and after recovery.

Salomé Tárrega; Ana B. Fagundo; Susana Jiménez-Murcia; Roser Granero; Cristina Giner-Bartolomé; Laura Forcano; Isabel Sánchez; Juan José Santamaría; Maher Ben-Moussa; Nadia Magnenat-Thalmann; Dimitri Konstantas; Mikkel Lucas; Jeppe Lund Nielsen; Richard Bults; Tony Lam; Theodoros Kostoulas; Nikos Fakotakis; Nadine Riesco; Ines Wolz; Josep Comin-Colet; Valentina Cardi; Janet Treasure; José Antonio Fernández-Formoso; José M. Menchón; Fernando Fernández-Aranda

Expression of emotional state is considered to be a core facet of an individuals emotional competence. Emotional processing in BN has not been often studied and has not been considered from a broad perspective. This study aimed at examining the implicit and explicit emotional expression in BN patients, in the acute state and after recovery. Sixty-three female participants were included: 22 BN, 22 recovered BN (R-BN), and 19 healthy controls (HC). The clinical cases were drawn from consecutive admissions and diagnosed according to DSM-IV-TR diagnostic criteria. Self reported (explicit) emotional expression was measured with State-Trait Anger Expression Inventory-2, State-Trait Anxiety Inventory, and Symptom Check List-90 items-Revised. Emotional facial expression (implicit) was recorded by means of an integrated camera (by detecting Facial Feature Tracking), during a 20 minutes therapeutic video game. In the acute illness explicit emotional expression [anxiety (p<0.001) and anger (p<0.05)] was increased. In the recovered group this was decreased to an intermediate level between the acute illness and healthy controls [anxiety (p<0.001) and anger (p<0.05)]. In the implicit measurement of emotional expression patients with acute BN expressed more joy (p<0.001) and less anger (p<0.001) than both healthy controls and those in the recovered group. These findings suggest that there are differences in the implicit and explicit emotional processing in BN, which is significantly reduced after recovery, suggesting an improvement in emotional regulation.


International Journal of Medical Informatics | 2006

Evaluation and deployment of evidence based patient self-management support program for bulimia nervosa

Isabelle Carrard; P. Rouget; Fernando Fernández-Aranda; Anne-Christine Volkart; Maria Damoiseau; Tony Lam


annual review of cybertherapy and telemedicine | 2009

Playmancer project: a serious videogame as an additional therapy tool for eating and impulse control disorders.

Susana Jiménez-Murcia; Fernando Fernández-Aranda; Elias Kalapanidas; Dimitri Konstantas; Todor Ganchev; Otilia Kocsis; Tony Lam; Juan José Santamaría; Thierry Raguin; Christian Breiteneder; Hannes Kaufmann; Costas Davarakis


Cyberpsychology, Behavior, and Social Networking | 2015

The Use of Videogames as Complementary Therapeutic Tool for Cognitive Behavioral Therapy in Bulimia Nervosa Patients

Fernando Fernández-Aranda; Susana Jiménez-Murcia; Juan José Santamaría; Cristina Giner-Bartolomé; Gemma Mestre-Bach; Roser Granero; Isabel Sánchez; Zaida Agüera; Maher Ben Moussa; Nadia Magnenat-Thalmann; Dimitri Konstantas; Tony Lam; Mikkel Lucas; Jeppe Agger Nielsen; Peter Lems; Salomé Tárrega; José M. Menchón


Journal of CyberTherapy and Rehabilitation | 2011

Serious games as additional psychological support: a review of the literature

Juan José Santamaría; Antonio Soto; Fernando Fernández-Aranda; Isabel Krug; Laura Forcano; Katarina Gunnard; Elias Kalapanidas; Tony Lam; Thierry Raguin; Costas Davarakis; José M. Menchón; Susana Jiménez-Murcia

Collaboration


Dive into the Tony Lam's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Roser Granero

Instituto de Salud Carlos III

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Laura Forcano

Instituto de Salud Carlos III

View shared research outputs
Top Co-Authors

Avatar

Isabel Sánchez

Bellvitge University Hospital

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge