Applications of virtual reality in clinical psychology: illustrations with the treatment of anxiety disorders

Author(s):  
S. Bouchard ◽  
P. Renaud ◽  
G. Robillard ◽  
J. St-Jacques
Author(s):  
Łucja Cyranek

Employing VR technology in clinical psychology Abstract This paper will analyse the usage of virtual reality (VR) technology in clinical psychology especially neuropsychology. VR has emerged few years ago as a potentially efficient method of providing general and specialty psychological health. Clinical psychologist and neuropsychologists use VR in diagnosis, therapy and rehabilitation for example of anxiety disorders and executive functions. One of the most important advantage of using virtual reality tasks in neuropsychology is high ecological validity which is necessary for providing natural contects of diagnosis. The analysis is based on recent works of American researchers who used virtual reality methods like Nonimmersive Virtual Coffe Task, Virtual Supermarket Task, Virtual Reality Lateralized Attention Test, Virtual Reality Shopping Task and Virtual Classroom Task.


Psychiatriki ◽  
2016 ◽  
Vol 27 (4) ◽  
pp. 276-286 ◽  
Author(s):  
V. Mitrousia ◽  
◽  
O Giotakos

1998 ◽  
Vol 3 (3) ◽  
pp. 7-12 ◽  
Author(s):  
C. Botella ◽  
S. Quero ◽  
C. Perpiñá ◽  
R.M. Baños ◽  
M. Alcañiz ◽  
...  

Virtual Reality (VR) is a new technology that is having a great impact on various areas of health science. The use of VR is of special interest in the treatment of psychological disorders. Reasonable data exist on the effectiveness of this technology in the treatment of different anxiety disorders. The present paper explains in detail a psychological program for the treatment of claustrophobia using VR, whose effectiveness has already been demonstrated. (Botella et al.,1998). In addition, we describe the technical aspects of the software and point out several limitations VR still presents in the area of psychological treatment. Color images and video clips are included with the CDROM version.


10.2196/17807 ◽  
2020 ◽  
Vol 8 (2) ◽  
pp. e17807 ◽  
Author(s):  
Philip Lindner ◽  
Alexander Rozental ◽  
Alice Jurell ◽  
Lena Reuterskiöld ◽  
Gerhard Andersson ◽  
...  

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.


1999 ◽  
Vol 23 (4) ◽  
pp. 507-525 ◽  
Author(s):  
Barbara Olasov Rothbaum ◽  
Larry F. Hodges

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