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Experiences of Gamified and Automated Virtual Reality Exposure Therapy for Spider Phobia: Qualitative Study
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 disse...
Autores principales: | , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7221644/ https://www.ncbi.nlm.nih.gov/pubmed/32347803 http://dx.doi.org/10.2196/17807 |
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author | Lindner, Philip Rozental, Alexander Jurell, Alice Reuterskiöld, Lena Andersson, Gerhard Hamilton, William Miloff, Alexander Carlbring, Per |
author_facet | Lindner, Philip Rozental, Alexander Jurell, Alice Reuterskiöld, Lena Andersson, Gerhard Hamilton, William Miloff, Alexander Carlbring, Per |
author_sort | Lindner, Philip |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-7221644 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-72216442020-05-18 Experiences of Gamified and Automated Virtual Reality Exposure Therapy for Spider Phobia: Qualitative Study Lindner, Philip Rozental, Alexander Jurell, Alice Reuterskiöld, Lena Andersson, Gerhard Hamilton, William Miloff, Alexander Carlbring, Per JMIR Serious Games Original Paper 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. JMIR Publications 2020-04-29 /pmc/articles/PMC7221644/ /pubmed/32347803 http://dx.doi.org/10.2196/17807 Text en ©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. 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 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. |
spellingShingle | Original Paper Lindner, Philip Rozental, Alexander Jurell, Alice Reuterskiöld, Lena Andersson, Gerhard Hamilton, William Miloff, Alexander Carlbring, Per Experiences of Gamified and Automated Virtual Reality Exposure Therapy for Spider Phobia: Qualitative Study |
title | Experiences of Gamified and Automated Virtual Reality Exposure Therapy for Spider Phobia: Qualitative Study |
title_full | Experiences of Gamified and Automated Virtual Reality Exposure Therapy for Spider Phobia: Qualitative Study |
title_fullStr | Experiences of Gamified and Automated Virtual Reality Exposure Therapy for Spider Phobia: Qualitative Study |
title_full_unstemmed | Experiences of Gamified and Automated Virtual Reality Exposure Therapy for Spider Phobia: Qualitative Study |
title_short | Experiences of Gamified and Automated Virtual Reality Exposure Therapy for Spider Phobia: Qualitative Study |
title_sort | experiences of gamified and automated virtual reality exposure therapy for spider phobia: qualitative study |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7221644/ https://www.ncbi.nlm.nih.gov/pubmed/32347803 http://dx.doi.org/10.2196/17807 |
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