TY - JOUR
T1 - Creation of interactive virtual environments for exposure therapy through game-level editors
T2 - Comparison and tests on presence and anxiety
AU - Malbos, Eric
AU - Rapee, Ronald M.
AU - Kavakli, Manolya
PY - 2013/9/23
Y1 - 2013/9/23
N2 - Virtual reality and video games are becoming a part of everyday life. Computer games are provided with game-level editors (GLE), which allow the user to create customized virtual environments (VE). In a therapeutic framework, GLE's VEs combined with virtual reality have been used in many fields including psychotherapy. The present article comprises two studies. In the first study, criteria for selecting the most relevant GLE for the construction of interactive VEs are outlined. During the second study, the selected GLE was utilized to construct 9 distinct virtual situations in which a sample of 18 agoraphobics were immersed.Within each VE, the participants contended with their least feared situation and their most feared one. Questionnaires and physiological measures demonstrated increased levels of presence and anxiety within the feared VEs. There was a significant correlation between presence and anxiety. These data indicate that GLE's interactive worlds combined with VR offers a viable possibility to establish a therapeutic environment at an affordable cost.
AB - Virtual reality and video games are becoming a part of everyday life. Computer games are provided with game-level editors (GLE), which allow the user to create customized virtual environments (VE). In a therapeutic framework, GLE's VEs combined with virtual reality have been used in many fields including psychotherapy. The present article comprises two studies. In the first study, criteria for selecting the most relevant GLE for the construction of interactive VEs are outlined. During the second study, the selected GLE was utilized to construct 9 distinct virtual situations in which a sample of 18 agoraphobics were immersed.Within each VE, the participants contended with their least feared situation and their most feared one. Questionnaires and physiological measures demonstrated increased levels of presence and anxiety within the feared VEs. There was a significant correlation between presence and anxiety. These data indicate that GLE's interactive worlds combined with VR offers a viable possibility to establish a therapeutic environment at an affordable cost.
UR - http://www.scopus.com/inward/record.url?scp=84890110054&partnerID=8YFLogxK
U2 - 10.1080/10447318.2013.796438
DO - 10.1080/10447318.2013.796438
M3 - Article
AN - SCOPUS:84890110054
SN - 1044-7318
VL - 29
SP - 827
EP - 837
JO - International Journal of Human-Computer Interaction
JF - International Journal of Human-Computer Interaction
IS - 12
ER -