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Sökning: id:"swepub:oai:DiVA.org:su-183822" > Experiences of Gami...

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

Lindner, Philip (författare)
Stockholms universitet,Klinisk psykologi,Karolinska Institutet, Sweden,Stockholm Univ, Sweden; Karolinska Inst, Sweden; Stockholm Hlth Care Serv, Sweden
Rozental, Alexander (författare)
Karolinska Institutet
Jurell, Alice (författare)
Stockholms universitet,Psykologiska institutionen,Stockholm Univ, Sweden
visa fler...
Reuterskiöld, Lena (författare)
Stockholms universitet,Klinisk psykologi,Karolinska Institutet, Sweden,Stockholm Univ, Sweden; Karolinska Inst, Sweden; Stockholm Hlth Care Serv, Sweden
Andersson, Gerhard, Fil dr, Med dr, 1966- (författare)
Karolinska Institutet,Linköpings universitet,Psykologi,Filosofiska fakulteten,Karolinska Inst, Sweden; Stockholm Hlth Care Serv, Sweden
Hamilton, William (författare)
Mimerse, Sweden
Miloff, Alexander (författare)
Stockholms universitet,Klinisk psykologi,Stockholm Univ, Sweden
Carlbring, Per (författare)
Stockholms universitet,Klinisk psykologi,Stockholm Univ, Sweden
visa färre...
 (creator_code:org_t)
2020-04-29
2020
Engelska.
Ingår i: JMIR Serious Games. - Toronto, ON, Canada : JMIR Publications Inc.. - 2291-9279. ; 8:2
  • Tidskriftsartikel (refereegranskat)
Abstract Ämnesord
Stäng  
  • 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.

Ämnesord

SAMHÄLLSVETENSKAP  -- Psykologi (hsv//swe)
SOCIAL SCIENCES  -- Psychology (hsv//eng)
SAMHÄLLSVETENSKAP  -- Psykologi -- Tillämpad psykologi (hsv//swe)
SOCIAL SCIENCES  -- Psychology -- Applied Psychology (hsv//eng)

Nyckelord

virtual reality
gamification
serious game
exposure therapy
phobia
user experience
Psychology
psykologi

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ref (ämneskategori)
art (ämneskategori)

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