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Creation of Interactive Virtual Environments for Exposure Therapy Through Game-Level Editors: Comparison and Tests on Presence and Anxiety

机译:通过游戏级编辑器创建用于接触疗法的交互式虚拟环境:存在和焦虑的比较和测试

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摘要

Virtual reality and video games are becoming a part of everyday life. Computer games are provided with game-level editors (GLE), which allow the user to create customized virtual environments (VE). In a therapeutic framework, GLE's VEs combined with virtual reality have been used in many fields including psychotherapy. The present article comprises two studies. In the first study, criteria for selecting the most relevant GLE for the construction of interactive VEs are outlined. During the second study, the selected GLE was utilized to construct 9 distinct virtual situations in which a sample of 18 agoraphobics were immersed. Within each VE, the participants contended with their least feared situation and their most feared one. Questionnaires and physiological measures demonstrated increased levels of presence and anxiety within the feared VEs. There was a significant correlation between presence and anxiety. These data indicate that GLE's interactive worlds combined with VR offers a viable possibility to establish a therapeutic environment at an affordable cost.
机译:虚拟现实和视频游戏正在成为日常生活的一部分。电脑游戏带有游戏级编辑器(GLE),可让用户创建自定义的虚拟环境(VE)。在治疗框架中,GLE的VE与虚拟现实相结合已被用于许多领域,包括心理治疗。本文包括两项研究。在第一项研究中,概述了选择最相关的GLE来构建交互式VE的标准。在第二项研究中,所选的GLE被用于构建9种不同的虚拟环境,其中沉浸了18种广场恐怖症的样本。在每个VE中,参与者争夺他们最担心的情况和最担心的情况。问卷调查和生理测量表明,在担心的VE中存在和焦虑水平增加。存在与焦虑之间存在显着相关性。这些数据表明,GLE的互动世界与VR结合为以可承受的成本建立治疗环境提供了可行的可能性。

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