1. Virtual Reality is Creating a Safe Space To Face Your Fears, With ...
16 mrt 2021 · Beat the Fear of Public Speaking: Mobile 360° Video Virtual Reality Exposure Training in Home Environment Reduces Public Speaking Anxiety.
Treating fears in a virtual environment could make therapies for phobias less difficult and more accessible.
2. Inferiority or Even Superiority of Virtual Reality Exposure Therapy in ...
We found no evidence that VR exposure is significantly less efficacious than in vivo exposure in Specific Phobia and Agoraphobia.
Background: Convincing evidence on Virtual Reality (VR) exposure for phobic anxiety disorders has been reported, however, the benchmark and golden standard f...
3. VR Exposure Therapy for Phobias: What Mental Health Providers Need ...
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Are you wondering how to help your patients face their biggest fears without overwhelming them? For millions of people worldwide, phobias are more than a discomfort—they are life-altering. In the U.S. alone, nearly 10% of adults struggle with specific phobias each year, disrupting their ability to function in everyday life. In fact, one survey found […]
4. Tips for Effective Implementation of Virtual Reality Exposure Therapy in ...
21 sep 2021 · A randomised wait-list controlled pilot trial of one-session virtual reality exposure therapy for blood-injection-injury phobias.
Background: The high incidence of phobias and the limited accessibility of psychotherapy are the reasons for the search for alternative treatments that increase the availability of effective treatment. The use of virtual reality (VR) technology is ...
5. 0Phobia – towards a virtual cure for acrophobia: study protocol ... - Trials
9 aug 2018 · Virtual reality exposure therapy (VRET) has been shown to be as effective as traditional forms of in vivo exposure therapy for the treatment ...
Virtual reality exposure therapy (VRET) has been shown to be as effective as traditional forms of in vivo exposure therapy for the treatment of specific phobias. However, as with in vivo exposure, VRET still involves relatively high costs and limited accessibility which makes it prohibitive for a large part of the population. Innovative methods using smartphone applications (apps) may improve accessibility and scalability of VRET. The aim of this study is to evaluate 0Phobia, a gamified self-guided VRET for acrophobia that is delivered through a smartphone app in combination with rudimentary cardboard virtual reality (VR) goggles. Participants (N = 180, aged 18–65 years) with acrophobia symptoms will be recruited from the Dutch general population and randomized to either 0Phobia (n = 90) or a waitlist control condition (n = 90). 0Phobia will be delivered over a period of 3 weeks and includes psychoeducation, VR exposure, cognitive techniques, monitoring of symptoms, and relapse prevention. The primary outcome measure will be the Acrophobia Questionnaire. Secondary outcome measures will include user-friendliness, symptoms of anxiety, depression, and mastery. Assessments will take place online at baseline, directly after the intervention (post test) and at follow-up (3 months). This study capitalizes on novel technology and recent scientific advances to develop an affordable and scalable treatment modality. Netherlands Trial Register: NTR6442 . Registered on 29 June 2...
6. Ludic and Narrative Immersion in Virtual Reality Exposure Therapy to ...
In the context of therapeutic exposure to phobias, virtual reality (VR) offers innovative ways to motivate patients to confront their fears, an opportunity ...
In the context of therapeutic exposure to phobias, virtual reality (VR) offers innovative ways to motivate patients to confront their fears, an opportunity not feasible in traditional non-digital settings. This systematic literature review explores the utilization of narratives and digital games in this context, focusing on identifying the most common ludic and narrative immersion features employed in studies dedicated to animal phobias. Via a search on the Scopus and Web of Science scientific databases, twenty-nine studies were selected for in-depth analysis. The primary objective was to evaluate the presence of ludic and narrative elements in each study to understand their immersive potential across both dimensions. Findings suggest that ludic elements are more commonly used than narrative elements, which are notably scarce, and the exploration of the emotional dimension of narrative immersion is limited. An essential takeaway is that features fostering narrative immersion are invariably linked to the ludic dimension, often functioning as secondary components. This study provides a guiding framework for developing therapeutic interventions in VR, emphasizing the incorporation of ludic and narrative aspects. Additionally, it identifies untapped research opportunities, particularly the integration of autonomous narratives that are less reliant on ludic elements.
7. Inferiority or Even Superiority of Virtual Reality Exposure Therapy in ...
10 sep 2019 · We found a superiority of in vivo exposure over VR exposure only in Social Phobia ... characters in a virtual reality setting. Cognition ...
Background: Convincing evidence on Virtual Reality (VR) exposure for phobic anxiety disorders has been reported, however, the benchmark and golden standard for phobia treatment is in vivo exposure. For direct treatment comparisons, the control of ...
8. [PDF] Participatory Design of VR Scenarios for Exposure Therapy
Virtual reality (VR) is used as a tool in therapy for exposing patients with performance-type anxiety disorder to their fear of public speaking [21, 22].