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Accepted for/Published in: JMIR Serious Games

Date Submitted: Jan 14, 2020
Date Accepted: Mar 11, 2020

The final, peer-reviewed published version of this preprint can be found here:

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

Lindner P, Rozental A, Jurell A, Reuterskiöld L, Andersson G, Hamilton W, Miloff A, Carlbring P

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

JMIR Serious Games 2020;8(2):e17807

DOI: 10.2196/17807

PMID: 32347803

PMCID: 7221644

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

Experiences of undergoing gamified, automated Virtual Reality exposure therapy for spider phobia: A pilot qualitative study

  • Philip Lindner; 
  • Alexander Rozental; 
  • Alice Jurell; 
  • Lena Reuterskiöld; 
  • Gerhard Andersson; 
  • William Hamilton; 
  • Alexander Miloff; 
  • Per Carlbring

ABSTRACT

Background:

Virtual Reality (VR) 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. Yet despite initial findings suggesting high efficacy, very is little is known about how users experience this type of intervention.

Objective:

To examine user experiences of automated, gamified VR exposure therapy using qualitative, in-depth methods.

Methods:

The current study recruited n=7 participants from a parallel clinical trial comparing automated, gamified VR exposure therapy for spider phobia against an in-vivo equivalent. Participants received the same VR treatment as in the trial and completed a semi-structured interview afterwards. The transcribed material was analyzed using thematic analysis.

Results:

Many of the uncovered themes pertained directly or indirectly to 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 as a serious game with a psychotherapeutic goal.

Conclusions:

Automated, gamified VR 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.


 Citation

Please cite as:

Lindner P, Rozental A, Jurell A, Reuterskiöld L, Andersson G, Hamilton W, Miloff A, Carlbring P

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

JMIR Serious Games 2020;8(2):e17807

DOI: 10.2196/17807

PMID: 32347803

PMCID: 7221644

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