Anxiety and presence during VR immersion: a comparative study of the reactions of phobic and non-phobic participants in therapeutic virtual environments derived from computer games

Cyberpsychol Behav. 2003 Oct;6(5):467-76. doi: 10.1089/109493103769710497.

Abstract

Virtual reality can be used to provide phobic clients with therapeutic exposure to phobogenic stimuli. However, purpose-built therapeutic VR hardware and software can be expensive and difficult to adapt to individual client needs. In this study, inexpensive and readily adaptable PC computer games were used to provide exposure therapy to 13 phobic participants and 13 non-phobic control participants. It was found that anxiety could be induced in phobic participants by exposing them to phobogenic stimuli in therapeutic virtual environments derived from computer games (TVEDG). Assessments were made of the impact of simulator sickness and of sense of presence on the phobogenic effectiveness of TVEDGs. Participants reported low levels of simulator sickness, and the results indicate that simulator sickness had no significant impact on either anxiety or sense of presence. Group differences, correlations, and regression analyses indicate a synergistic relationship between presence and anxiety. These results do not support Slater's contention that presence and emotion are orthogonal.

Publication types

  • Clinical Trial
  • Comparative Study
  • Controlled Clinical Trial
  • Research Support, Non-U.S. Gov't

MeSH terms

  • Adolescent
  • Adult
  • Anxiety / psychology*
  • Anxiety / therapy
  • Computer Simulation
  • Desensitization, Psychologic / instrumentation
  • Desensitization, Psychologic / methods*
  • Female
  • Humans
  • Male
  • Matched-Pair Analysis
  • Middle Aged
  • Neuropsychological Tests
  • Phobic Disorders / psychology*
  • Phobic Disorders / therapy
  • Reality Testing*
  • Reference Values
  • Self Concept*
  • Space Perception
  • Therapy, Computer-Assisted / methods*
  • User-Computer Interface*
  • Video Games / psychology*