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Characterizing Consumer Smartphone Apps for Virtual Reality–Based Exposure Therapy: Content Analysis

BACKGROUND: In vivo exposure therapy is the most effective treatment for phobias but is often impractical. Virtual reality exposure therapy (VRET) can help overcome critical barriers to in vivo exposure therapy. However, accessible mobile software related to VRET is not well understood. OBJECTIVE: T...

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Autores principales: Sunkara, Charvi, Thakkar, Rajvi, Ong, Triton, Bunnell, Brian E
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10148210/
https://www.ncbi.nlm.nih.gov/pubmed/37058343
http://dx.doi.org/10.2196/41807
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author Sunkara, Charvi
Thakkar, Rajvi
Ong, Triton
Bunnell, Brian E
author_facet Sunkara, Charvi
Thakkar, Rajvi
Ong, Triton
Bunnell, Brian E
author_sort Sunkara, Charvi
collection PubMed
description BACKGROUND: In vivo exposure therapy is the most effective treatment for phobias but is often impractical. Virtual reality exposure therapy (VRET) can help overcome critical barriers to in vivo exposure therapy. However, accessible mobile software related to VRET is not well understood. OBJECTIVE: The purpose of our study is to describe the landscape of accessible smartphone apps with potential utility for clinical VRET. METHODS: We conducted a content analysis of publicly available smartphone apps related to virtual reality on the Google Play Store and the Apple App Store as of March 2020. RESULTS: The initial search yielded 525 apps, with 84 apps (52 on the Google Play Store and 32 on the Apple App Store) included for analysis. The most common phobic stimulus depicted was bodies of water or weather events (25/84, 29.8%), followed by heights (24/84, 28.6%), and animals (23/84, 27.4%). More than half of the apps were visually abstract (39/84, 53.5%). Most apps were free to use (48/84, 57.1%), while the rest were free to try (22/84, 26.2%) or required payment for use (14/84, 16.7%), with the highest cost for use being US $6. The average overall app rating was 2.9 stars out of 5, but the number of ratings ranged from 0 to 49,233. None of the 84 apps advertised compliance with the Health Insurance Portability and Accountability Act, offered the ability to monitor data, provided clinician control over variables in the app experiences, or explicitly stated use by or development with clinicians. CONCLUSIONS: None of the smartphone apps reviewed were explicitly developed for phobia therapy. However, 16 of the 84 included apps were considered ideal candidates to investigate further as part of treatment due to their accessibility, depiction of phobia-relevant stimuli, low or no cost, and high user scores. Most of these apps were visually abstract and free to use, making them accessible and potentially flexible as part of clinical exposure hierarchies. However, none of the apps were designed for clinical use, nor did they provide tools for clinician workflows. Formal evaluation of these accessible smartphone apps is needed to understand the clinical potential of accessible VRET solutions.
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spelling pubmed-101482102023-04-30 Characterizing Consumer Smartphone Apps for Virtual Reality–Based Exposure Therapy: Content Analysis Sunkara, Charvi Thakkar, Rajvi Ong, Triton Bunnell, Brian E J Med Internet Res Original Paper BACKGROUND: In vivo exposure therapy is the most effective treatment for phobias but is often impractical. Virtual reality exposure therapy (VRET) can help overcome critical barriers to in vivo exposure therapy. However, accessible mobile software related to VRET is not well understood. OBJECTIVE: The purpose of our study is to describe the landscape of accessible smartphone apps with potential utility for clinical VRET. METHODS: We conducted a content analysis of publicly available smartphone apps related to virtual reality on the Google Play Store and the Apple App Store as of March 2020. RESULTS: The initial search yielded 525 apps, with 84 apps (52 on the Google Play Store and 32 on the Apple App Store) included for analysis. The most common phobic stimulus depicted was bodies of water or weather events (25/84, 29.8%), followed by heights (24/84, 28.6%), and animals (23/84, 27.4%). More than half of the apps were visually abstract (39/84, 53.5%). Most apps were free to use (48/84, 57.1%), while the rest were free to try (22/84, 26.2%) or required payment for use (14/84, 16.7%), with the highest cost for use being US $6. The average overall app rating was 2.9 stars out of 5, but the number of ratings ranged from 0 to 49,233. None of the 84 apps advertised compliance with the Health Insurance Portability and Accountability Act, offered the ability to monitor data, provided clinician control over variables in the app experiences, or explicitly stated use by or development with clinicians. CONCLUSIONS: None of the smartphone apps reviewed were explicitly developed for phobia therapy. However, 16 of the 84 included apps were considered ideal candidates to investigate further as part of treatment due to their accessibility, depiction of phobia-relevant stimuli, low or no cost, and high user scores. Most of these apps were visually abstract and free to use, making them accessible and potentially flexible as part of clinical exposure hierarchies. However, none of the apps were designed for clinical use, nor did they provide tools for clinician workflows. Formal evaluation of these accessible smartphone apps is needed to understand the clinical potential of accessible VRET solutions. JMIR Publications 2023-04-14 /pmc/articles/PMC10148210/ /pubmed/37058343 http://dx.doi.org/10.2196/41807 Text en ©Charvi Sunkara, Rajvi Thakkar, Triton Ong, Brian E Bunnell. Originally published in the Journal of Medical Internet Research (https://www.jmir.org), 14.04.2023. https://creativecommons.org/licenses/by/4.0/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 the Journal of Medical Internet Research, is properly cited. The complete bibliographic information, a link to the original publication on https://www.jmir.org/, as well as this copyright and license information must be included.
spellingShingle Original Paper
Sunkara, Charvi
Thakkar, Rajvi
Ong, Triton
Bunnell, Brian E
Characterizing Consumer Smartphone Apps for Virtual Reality–Based Exposure Therapy: Content Analysis
title Characterizing Consumer Smartphone Apps for Virtual Reality–Based Exposure Therapy: Content Analysis
title_full Characterizing Consumer Smartphone Apps for Virtual Reality–Based Exposure Therapy: Content Analysis
title_fullStr Characterizing Consumer Smartphone Apps for Virtual Reality–Based Exposure Therapy: Content Analysis
title_full_unstemmed Characterizing Consumer Smartphone Apps for Virtual Reality–Based Exposure Therapy: Content Analysis
title_short Characterizing Consumer Smartphone Apps for Virtual Reality–Based Exposure Therapy: Content Analysis
title_sort characterizing consumer smartphone apps for virtual reality–based exposure therapy: content analysis
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10148210/
https://www.ncbi.nlm.nih.gov/pubmed/37058343
http://dx.doi.org/10.2196/41807
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