Overcoming Social Anxiety: How Virtual Reality and Game-Based Elements are Revolutionizing Patient Therapy.

Asge Matthiesen, Gunver Majgaard, Lasse Juel Larsen
{"title":"Overcoming Social Anxiety: How Virtual Reality and Game-Based Elements are Revolutionizing Patient Therapy.","authors":"Asge Matthiesen, Gunver Majgaard, Lasse Juel Larsen","doi":"10.34190/ecgbl.17.1.1734","DOIUrl":null,"url":null,"abstract":"In this paper, we reflect upon the design process and the game-elements for developing a tool for patients. These reflections are based upon a case in where we developed six different Virtual Reality (VR) scenarios as a combined tool for treatment of social anxiety disorder (SAD) for usage within the Danish healthcare system. The core theory for this development is based upon behavioral therapy as a standardized treatment method and the exposure that occur within this. This research is a part of a larger funded project titled VR8, which also contains integration of biofeedback and the application of the practice in where the tool should be applied. The main goal of this paper is to explain the development of the six scenarios, to provide a deeper understanding for the patients on how their anxiety triggers unfolds when exposed to a variety of different scenarios. And to provide a tool for both patients and practitioners to use as an addition to existing treatment methods. The reason for this development is due to (among others) the cost-reduction, time-reduction, heighten of effectivity and user experience in using VR as a tool for treatment compared to regular in-vivo exposure therapy in where the practitioner guides the patient in a physical environment. In this environment a lot of factors can’t be controlled and often results in the patient giving up and abandoning the treatment. With VR it is a controlled and closed environment making it more suitable for the patient to interact and level out their anxiety. The combination of iterative design thinking, filmmaking methods, game-based elements and agile software development are used as the core methods to develop the six scenarios. The six scenarios are developed with the aid of specific game-based elements, such as: mapping, level-design, audio control and remote action triggers.","PeriodicalId":406917,"journal":{"name":"European Conference on Games Based Learning","volume":"61 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"European Conference on Games Based Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.34190/ecgbl.17.1.1734","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

In this paper, we reflect upon the design process and the game-elements for developing a tool for patients. These reflections are based upon a case in where we developed six different Virtual Reality (VR) scenarios as a combined tool for treatment of social anxiety disorder (SAD) for usage within the Danish healthcare system. The core theory for this development is based upon behavioral therapy as a standardized treatment method and the exposure that occur within this. This research is a part of a larger funded project titled VR8, which also contains integration of biofeedback and the application of the practice in where the tool should be applied. The main goal of this paper is to explain the development of the six scenarios, to provide a deeper understanding for the patients on how their anxiety triggers unfolds when exposed to a variety of different scenarios. And to provide a tool for both patients and practitioners to use as an addition to existing treatment methods. The reason for this development is due to (among others) the cost-reduction, time-reduction, heighten of effectivity and user experience in using VR as a tool for treatment compared to regular in-vivo exposure therapy in where the practitioner guides the patient in a physical environment. In this environment a lot of factors can’t be controlled and often results in the patient giving up and abandoning the treatment. With VR it is a controlled and closed environment making it more suitable for the patient to interact and level out their anxiety. The combination of iterative design thinking, filmmaking methods, game-based elements and agile software development are used as the core methods to develop the six scenarios. The six scenarios are developed with the aid of specific game-based elements, such as: mapping, level-design, audio control and remote action triggers.
克服社交焦虑:虚拟现实和基于游戏的元素如何彻底改变患者治疗。
在本文中,我们反思了为患者开发工具的设计过程和游戏元素。这些思考是基于一个案例,在这个案例中,我们开发了六种不同的虚拟现实(VR)场景,作为治疗社交焦虑症(SAD)的组合工具,用于丹麦医疗保健系统。这种发展的核心理论是基于行为疗法作为一种标准化的治疗方法,以及在这种方法中发生的暴露。这项研究是一个名为VR8的大型资助项目的一部分,该项目还包括生物反馈的整合和工具应用的实践应用。本文的主要目的是解释六个场景的发展,为患者提供一个更深入的了解他们的焦虑触发器是如何在暴露于各种不同的场景时展开的。并为患者和医生提供一种工具,作为现有治疗方法的补充。这一发展的原因是(除其他外)与医生在物理环境中指导患者的常规体内暴露治疗相比,使用VR作为治疗工具的成本降低、时间缩短、效率提高和用户体验。在这种环境下,许多因素无法控制,往往导致患者放弃和放弃治疗。有了VR,这是一个受控的封闭环境,更适合患者互动,消除他们的焦虑。将迭代设计思维、电影制作方法、游戏元素和敏捷软件开发相结合,作为开发六个场景的核心方法。这6个场景是在特定游戏元素的帮助下开发出来的,例如:地图、关卡设计、音频控制和远程操作触发器。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信