A Comparison of Active and Passive Virtual Reality Exposure Scenarios to Elicit Social Anxiety
DOI:
https://doi.org/10.17083/ijsg.v4i2.154Keywords:
Virtual Reality Exposure, Serious Games, Social Phobia, Cognitive Behavior,Abstract
Social phobia is an anxiety disorder that results in an excessive and unreasonable fear of social situations. As a safe and controlled tool, Virtual Reality Exposure Therapy (VRET) has been used to treat anxiety disorders and phobias. This paper aims to study whether VRET with active scenarios can challenge a person more than passive scenarios. By comparing participants who were exposed to active and passive scenarios in VRET, we show that active scenarios are more effective than passive scenarios to elicit social anxiety in healthy participants. We focus on eliciting social anxiety and creating the sense of presence as two parameters enhancing the efficacy of VRET scenarios.
References
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[9] Yuen, E. K., Herbert, J. D., Forman, E. M., Goetter, E. M., Comer, R., Bradley, J. C. Treatment of social anxiety disorder using online virtual environments in second life. Behavior Therapy 2013; 44(1): 51-61. https://doi.org/10.1016/j.beth.2012.06.001
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[12] Taylor-Nelms, L., & Hill, V. Assessing 3D Virtual World Disaster Training Through Adult Learning Theory. The International Journal of Serious Games, 2014; 1(4): 3-16. https://doi.org/10.17083/ijsg.v1i4.40
[13] Imbellone, A., Botte, B., & Medaglia, C. M. Serious games for mobile devices: the intouch project case study. International Journal of Serious Games, 2015; 2(1): 17-27. https://doi.org/10.17083/ijsg.v2i1.41
[14] Van der Kooij, K., Hoogendoorn, E., Spijkerman, R., & Vish, V. Validation of games for behavioral change: connecting the playful and serious. International Journal of Serious Games, 2015; 2: 63-75. https://doi.org/10.17083/ijsg.v2i3.75
[15] Andersson, G. Using the Internet to provide cognitive behaviour therapy. Behaviour research and therapy 2009; 47(3): 175-180. https://doi.org/10.1016/j.brat.2009.01.010
[16] Berger, T., Hohl, E., Caspar, F. Internet?based treatment for social phobia: a randomized controlled trial. Journal of clinical psychology 2009; 65(10): 1021-1035. https://doi.org/10.1002/jclp.20603
[17] Titov, N., Andrews, G., Johnston, L., Schwencke, G., Choi, I. Shyness programme: longer term benefits, cost-effectiveness, and acceptability. Australian and New Zealand Journal of Psychiatry 2009; 43(1): 36-44. https://doi.org/10.1080/00048670802534424
[18] Garcia-Palacios, A., Botella, C., Hoffman, H., Fabregat, S. Comparing acceptance and refusal rates of virtual reality exposure vs. in vivo exposure by patients with specific phobias. Cyberpsychology & behavior 2007; 10(5): 722-724. https://doi.org/10.1089/cpb.2007.9962
[19] Owens, M. E., Beidel, D. C. Can Virtual Reality Effectively Elicit Distress Associated with Social Anxiety Disorder?. Journal of Psychopathology and Behavioral Assessment 2015; 37(2): 296-305. https://doi.org/10.1007/s10862-014-9454-x
[20] Hartanto, D., Kampmann, I. L., Morina, N., Emmelkamp, P. G., Neerincx, M. A., Brinkman, W. P. Controlling social stress in virtual reality environments. PloS one 2014; 9(3): e92804. https://doi.org/10.1371/journal.pone.0092804
[21] Sekhavat, Y. A. KioskAR: An Augmented Reality Game as a New Business Model to Present Artworks. International Journal of Computer Games Technology, 2016; (2016): 1-12. DOI: 10.1155/2016/7690754
[22] Sekhavat, Y. A. Nowcasting Mobile Games Ranking Using Web Search Query Data. International Journal of Computer Games Technology, 2016; (2016):1-9. DOI: 10.1155/2016/9859813
[23] Nash, E. B., Edwards, G. W., Thompson, J. A., Barfield, W. A review of presence and performance in virtual environments. International Journal of human-computer Interaction 2000; 12(1): 1-41. https://doi.org/10.1207/S15327590IJHC1201_1
[24] Schubert, T., Friedmann, F., Regenbrecht, H. The experience of presence: Factor analytic insights. Presence 2001; 10(3): 266-281. https://doi.org/10.1162/105474601300343603
[25] Sekhavat, Y. A. Privacy Preserving Cloth Try-On Using Mobile Augmented Reality. IEEE Transactions on Multimedia, 19(5): 1041-1049 https://doi.org/10.1109/TMM.2016.2639380
[26] Libertus, K., Needham, A. Teach to reach: The effects of active vs. passive reaching experiences on action and perception. Vision research 2010; 50(24): 2750-2757. https://doi.org/10.1016/j.visres.2010.09.001
[27] Romoser, M. R., Fisher, D. L. The effect of active versus passive training strategies on improving older drivers’ scanning in intersections. Human Factors: The Journal of the Human Factors and Ergonomics Society 2009; 51(5): 652-668. https://doi.org/10.1177/0018720809352654
[28] Dahlquist, L. M. Commentary on" Treatments that work in pediatric psychology: Procedure-related pain."
[29] Haythornthwaite, J. A., Lawrence, J. W., Fauerbach, J. A. Brief cognitive interventions for burn pain. Annals of Behavioral Medicine 2001; 23(1): 42-49. https://doi.org/10.1207/S15324796ABM2301_7
[30] Dahlquist, L. M., McKenna, K. D., Jones, K. K., Dillinger, L., Weiss, K. E., Ackerman, C. S. Active and passive distraction using a head-mounted display helmet: effects on cold pressor pain in children. Health Psychology 2007; 26(6): 794. https://doi.org/10.1037/0278-6133.26.6.794
[31] De Silva, P., Rachman, S. Is exposure a necessary condition for fear-reduction?. Behaviour Research and Therapy 1981; 19(3), 227-232. https://doi.org/10.1016/0005-7967(81)90006-1
[32] Murphy, C. M. Active and passive participation in the contact desensitization of snake fear in children. Behavior Therapy 1973; 4(2): 203-211. https://doi.org/10.1016/S0005-7894(73)80029-2
[33] Repetto, C., Gaggioli, A., Pallavicini, F., Cipresso, P., Raspelli, S., & Riva, G. Virtual reality and mobile phones in the treatment of generalized anxiety disorders: a phase-2 clinical trial. Personal and Ubiquitous Computing, 2013; 17(2): 253-260. https://doi.org/10.1007/s00779-011-0467-0
[34] McCann, R. A., Armstrong, C. M., Skopp, N. A., Edwards-Stewart, A., Smolenski, D. J., June, J. D., ... & Reger, G. M. (2014). Virtual reality exposure therapy for the treatment of anxiety disorders: an evaluation of research quality. Journal of anxiety disorders, 2014; 28(6): 625-631. https://doi.org/10.1016/j.janxdis.2014.05.010
[35] Anderson, P. L., Price, M., Edwards, S. M., Obasaju, M. A., Schmertz, S. K., Zimand, E., & Calamaras, M. R. Virtual reality exposure therapy for social anxiety disorder: a randomized controlled trial. Journal of consulting and clinical psychology, 2013; 81(5): 751. https://doi.org/10.1037/a0033559
[36] Powers, M. B., Briceno, N. F., Gresham, R., Jouriles, E. N., Emmelkamp, P. M., & Smits, J. A. Do conversations with virtual avatars increase feelings of social anxiety?. Journal of anxiety disorders, 2013; 27(4): 398-403. https://doi.org/10.1016/j.janxdis.2013.03.003
[37] Opri?, D., Pintea, S., García?Palacios, A., Botella, C., Szamosközi, ?., & David, D. Virtual reality exposure therapy in anxiety disorders: a quantitative meta?analysis. Depression and anxiety, 2012; 29(2): 85-93. https://doi.org/10.1002/da.20910
[38] Malbos, E., Rapee, R. M., & Kavakli, M. A controlled study of agoraphobia and the independent effect of virtual reality exposure therapy. Australian and New Zealand Journal of Psychiatry, 2012.
[39] Gebara, C. M., Barros-Neto, T. P. D., Gertsenchtein, L., & Lotufo-Neto, F. Virtual reality exposure using three-dimensional images for the treatment of social phobia. Revista Brasileira de Psiquiatria, 2016; 38(1): 24-29. https://doi.org/10.1590/1516-4446-2014-1560
[40] Diemer, J., Alpers, G. W., Peperkorn, H. M., Shiban, Y., & Mühlberger, A. The impact of perception and presence on emotional reactions: a review of research in virtual reality. Frontiers in psychology, 2015; 6: 26. https://doi.org/10.3389/fpsyg.2015.00026
[41] Ling, Y., Nefs, H. T., Morina, N., Heynderickx, I., & Brinkman, W. P. A meta-analysis on the relationship between self-reported presence and anxiety in virtual reality exposure therapy for anxiety disorders. PloS one, 2014; 9(5): e96144. https://doi.org/10.1371/journal.pone.0096144
[42] Price, M., Mehta, N., Tone, E. B., & Anderson, P. L. Does engagement with exposure yield better outcomes? Components of presence as a predictor of treatment response for virtual reality exposure therapy for social phobia. Journal of anxiety disorders, 2011; 25(6): 763-770. https://doi.org/10.1016/j.janxdis.2011.03.004
[43] Villani, D., Repetto, C., Cipresso, P., & Riva, G. May I experience more presence in doing the same thing in virtual reality than in reality? An answer from a simulated job interview. Interacting with Computers, 2012; 24(4): 265-272. https://doi.org/10.1016/j.intcom.2012.04.008
[44] Morina, N., Ijntema, H., Meyerbröker, K., & Emmelkamp, P. M. Can virtual reality exposure therapy gains be generalized to real-life? A meta-analysis of studies applying behavioral assessments. Behaviour research and therapy, 2015; 74: 18-24. https://doi.org/10.1016/j.brat.2015.08.010
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2017-06-13
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A Comparison of Active and Passive Virtual Reality Exposure Scenarios to Elicit Social Anxiety. (2017). International Journal of Serious Games, 4(2). https://doi.org/10.17083/ijsg.v4i2.154