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  • Lindner, PhilipKarolinska Institutet,Stockholms universitet,Klinisk psykologi,Stockholm University, Sweden; Karolinska Institute, Sweden (author)

Creating state of the art, next-generation Virtual Reality exposure therapies for anxiety disorders using consumer hardware platforms : Design considerations and future directions

  • Article/chapterEnglish2017

Publisher, publication year, extent ...

  • 2017-03-08
  • Informa UK Limited,2017
  • printrdacarrier

Numbers

  • LIBRIS-ID:oai:DiVA.org:su-145463
  • https://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-145463URI
  • https://doi.org/10.1080/16506073.2017.1280843DOI
  • https://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139652URI
  • http://kipublications.ki.se/Default.aspx?queryparsed=id:136255665URI

Supplementary language notes

  • Language:English
  • Summary in:English

Part of subdatabase

Classification

  • Subject category:ref swepub-contenttype
  • Subject category:for swepub-publicationtype

Notes

  • Decades of research and more than 20 randomized controlled trials show that Virtual Reality exposure therapy (VRET) is effective in reducing fear and anxiety. Unfortunately, few providers or patients have had access to the costly and technical equipment previously required. Recent technological advances in the form of consumer Virtual Reality (VR) systems (e.g. Oculus Rift and Samsung Gear), however, now make widespread use of VRET in clinical settings and as self-help applications possible. In this literature review, we detail the current state of VR technology and discuss important therapeutic considerations in designing self-help and clinician-led VRETs, such as platform choice, exposure progression design, inhibitory learning strategies, stimuli tailoring, gamification, virtual social learning and more. We illustrate how these therapeutic components can be incorporated and utilized in VRET applications, taking full advantage of the unique capabilities of virtual environments, and showcase some of these features by describing the development of a consumer-ready, gamified self-help VRET application for low-cost commercially available VR hardware. We also raise and discuss challenges in the planning, development, evaluation, and dissemination of VRET applications, including the need for more high-quality research. We conclude by discussing how new technology (e.g. eye-tracking) can be incorporated into future VRETs and how widespread use of VRET self-help applications will enable collection of naturalistic “Big Data” that promises to inform learning theory and behavioral therapy in general.

Subject headings and genre

Added entries (persons, corporate bodies, meetings, titles ...)

  • Miloff, AlexanderStockholms universitet,Klinisk psykologi,Stockholm University, Sweden(Swepub:su)amilo (author)
  • Hamilton, WilliamStockholms universitet,Klinisk psykologi,Stockholm University, Sweden; Mimerse, Sweden (author)
  • Reuterskiöld, LenaStockholms universitet,Klinisk psykologi,Stockholm University, Sweden(Swepub:su)lsj (author)
  • Andersson, GerhardKarolinska Institutet,Linköpings universitet,Psykologi,Filosofiska fakulteten,Karolinska Institute, Sweden(Swepub:liu)geran87 (author)
  • Powers, Mark B.University of Texas Austin, TX 78712 USA; Baylor University, TX USA (author)
  • Carlbring, PerStockholms universitet,Klinisk psykologi,Stockholm University, Sweden(Swepub:su)pecar (author)
  • Stockholms universitetKlinisk psykologi (creator_code:org_t)

Related titles

  • In:Cognitive Behaviour Therapy: Informa UK Limited46:5, s. 404-4201650-60731651-2316

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