Literature DB >> 32347803

Experiences of Gamified and Automated Virtual Reality Exposure Therapy for Spider Phobia: Qualitative Study.

Philip Lindner1,2, Alexander Rozental2, Alice Jurell1, Lena Reuterskiöld1,2, Gerhard Andersson2,3, William Hamilton4, Alexander Miloff1, Per Carlbring1.   

Abstract

BACKGROUND: Virtual reality exposure therapy is an efficacious treatment of anxiety disorders, and recent research suggests that such treatments can be automated, relying on gamification elements instead of a real-life therapist directing treatment. Such automated, gamified treatments could be disseminated without restrictions, helping to close the treatment gap for anxiety disorders. Despite initial findings suggesting high efficacy, very is little is known about how users experience this type of intervention.
OBJECTIVE: The aim of this study was to examine user experiences of automated, gamified virtual reality exposure therapy using in-depth qualitative methods.
METHODS: Seven participants were recruited from a parallel clinical trial comparing automated, gamified virtual reality exposure therapy for spider phobia against an in vivo exposure equivalent. Participants received the same virtual reality treatment as in the trial and completed a semistructured interview afterward. The transcribed material was analyzed using thematic analysis.
RESULTS: Many of the uncovered themes pertained directly or indirectly to a sense of presence in the virtual environment, both positive and negative. The automated format was perceived as natural and the gamification elements appear to have been successful in framing the experience not as psychotherapy devoid of a therapist but rather as a serious game with a psychotherapeutic goal.
CONCLUSIONS: Automated, gamified virtual reality exposure therapy appears to be an appealing treatment modality and to work by the intended mechanisms. Findings from the current study may guide the next generation of interventions and inform dissemination efforts and future qualitative research into user experiences. ©Philip Lindner, Alexander Rozental, Alice Jurell, Lena Reuterskiöld, Gerhard Andersson, William Hamilton, Alexander Miloff, Per Carlbring. Originally published in JMIR Serious Games (http://games.jmir.org), 29.04.2020.

Entities:  

Keywords:  exposure therapy; gamification; phobia; serious game; user experience; virtual reality

Year:  2020        PMID: 32347803     DOI: 10.2196/17807

Source DB:  PubMed          Journal:  JMIR Serious Games            Impact factor:   4.143


  5 in total

1.  Automated app-based augmented reality cognitive behavioral therapy for spider phobia: Study protocol for a randomized controlled trial.

Authors:  Marieke B J Toffolo; Jamie R Fehribach; Chris P B J van Klaveren; Ilja Cornelisz; Annemieke van Straten; Jean-Louis van Gelder; Tara Donker
Journal:  PLoS One       Date:  2022-07-13       Impact factor: 3.752

2.  What do users think about Virtual Reality relaxation applications? A mixed methods study of online user reviews using natural language processing.

Authors:  Simon Fagernäs; William Hamilton; Nicolas Espinoza; Alexander Miloff; Per Carlbring; Philip Lindner
Journal:  Internet Interv       Date:  2021-02-02

3.  Virtual Reality Aided Therapy towards Health 4.0: A Two-Decade Bibliometric Analysis.

Authors:  Zhen Liu; Lingfeng Ren; Chang Xiao; Ke Zhang; Peter Demian
Journal:  Int J Environ Res Public Health       Date:  2022-01-28       Impact factor: 3.390

Review 4.  Virtual Reality in the Neurosciences: Current Practice and Future Directions.

Authors:  Hayden Scott; Connor Griffin; William Coggins; Brooke Elberson; Mohamed Abdeldayem; Tuhin Virmani; Linda J Larson-Prior; Erika Petersen
Journal:  Front Surg       Date:  2022-02-18

5.  Is Continued Improvement After Automated Virtual Reality Exposure Therapy for Spider Phobia Explained by Subsequent in-vivo Exposure? A First Test of the Lowered Threshold Hypothesis.

Authors:  Philip Lindner; Peter Dafgård; Alexander Miloff; Gerhard Andersson; Lena Reuterskiöld; William Hamilton; Per Carlbring
Journal:  Front Psychiatry       Date:  2021-05-20       Impact factor: 4.157

  5 in total

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