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

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          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.

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          Most cited references48

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          Virtual reality exposure therapy for anxiety and related disorders: A meta-analysis of randomized controlled trials

          Trials of virtual reality exposure therapy (VRET) for anxiety-related disorders have proliferated in number and diversity since our previous meta-analysis that examined 13 total trials, most of which were for specific phobias (Powers & Emmelkamp, 2008). Since then, new trials have compared VRET to more diverse anxiety and related disorders including social anxiety disorder (SAD), posttraumatic stress disorder (PTSD), and panic disorder (PD) with and without agoraphobia. With the availability of this data, it is imperative to re-examine the efficacy of VRET for anxiety. A literature search for randomized controlled trials of VRET versus control or in vivo exposure yielded 30 studies with 1057 participants. Fourteen studies tested VRET for specific phobias, 8 for SAD or performance anxiety, 5 for PTSD, and 3 for PD. A random effects analysis estimated a large effect size for VRET versus waitlist (g = 0.90) and a medium to large effect size for VRET versus psychological placebo conditions (g = 0.78). A comparison of VRET and in vivo conditions did not show significantly different effect sizes (g = -0.07). These findings were relatively consistent across disorders. A meta-regression analysis revealed that larger sample sizes were associated with lower effect sizes in VRET versus control comparisons (β = -0.007, p <  0.05). These results indicate that VRET is an effective and equal medium for exposure therapy.
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            The effectiveness of virtual reality distraction for pain reduction: a systematic review.

            Virtual reality technology enables people to become immersed in a computer-simulated, three-dimensional environment. This article provides a comprehensive review of controlled research on the effectiveness of virtual reality (VR) distraction for reducing pain. To be included in the review, studies were required to use a between-subjects or mixed model design in which VR distraction was compared with a control condition or an alternative intervention in relieving pain. An exhaustive search identified 11 studies satisfying these criteria. VR distraction was shown to be effective for reducing experimental pain, as well as the discomfort associated with burn injury care. Studies of needle-related pain provided less consistent findings. Use of more sophisticated virtual reality technology capable of fully immersing the individual in a virtual environment was associated with greater relief. Overall, controlled research suggests that VR distraction may be a useful tool for clinicians who work with a variety of pain problems. Copyright © 2010 Elsevier Ltd. All rights reserved.
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              The rise of motivational information systems: A review of gamification research

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                Author and article information

                Contributors
                Journal
                JMIR Serious Games
                JMIR Serious Games
                JSG
                JMIR Serious Games
                JMIR Publications (Toronto, Canada )
                2291-9279
                Apr-Jun 2020
                29 April 2020
                : 8
                : 2
                : e17807
                Affiliations
                [1 ] Department of Psychology Stockholm University Stockholm Sweden
                [2 ] Center for Psychiatry Research Department of Clinical Neuroscience Karolinska Institutet & Stockholm Health Care Services, Region Stockholm Stockholm Sweden
                [3 ] Department of Behavioral Sciences and Learning Linköping University Linköping Sweden
                [4 ] Mimerse Stockholm Sweden
                Author notes
                Corresponding Author: Philip Lindner philip.lindner@ 123456ki.se
                Author information
                https://orcid.org/0000-0002-3061-501X
                https://orcid.org/0000-0002-1019-0245
                https://orcid.org/0000-0002-6326-2329
                https://orcid.org/0000-0003-0923-8923
                https://orcid.org/0000-0003-4753-6745
                https://orcid.org/0000-0003-0482-9521
                https://orcid.org/0000-0002-9125-8060
                https://orcid.org/0000-0002-2172-8813
                Article
                v8i2e17807
                10.2196/17807
                7221644
                32347803
                dc703a0f-7781-46de-9400-8f1e046dfa55
                ©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.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License ( https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.

                History
                : 14 January 2020
                : 1 February 2020
                : 25 February 2020
                : 11 March 2020
                Categories
                Original Paper
                Original Paper

                virtual reality,gamification,serious game,exposure therapy,phobia,user experience

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