{"title":"Paykan: Virtual reality gaming as a therapeutic tool for target panic disorder","authors":"Hesam Sakian Mohamadi , Faraz Bakhshi , Yoones A. Sekhavat , Mallesham Dasari , Kazem Gobadi Ansaroudi , Mahdi Ahmadzadeh Haji Alilou","doi":"10.1016/j.entcom.2025.101013","DOIUrl":null,"url":null,"abstract":"<div><div>The detrimental effects of stress and anxiety on mental and physical health are well-documented. In the context of professional athletics, high levels of pressure and anxiety can lead to a decline in performance and a regression in well-honed skills, a phenomenon known as performance blocks. While traditional methods have been employed to mitigate these blocks, recent studies have demonstrated the efficacy of digital approaches, especially virtual reality and serious games, in addressing mental and physical disorders. The application of digital treatments to target panic, a specific type of performance block which is a prevalent issue among professional archers, remains understudied. Furthermore, the relationship between personality traits and treatment efficacy remains unclear. This study reports on the findings of a formal user study involving 30 archers over a four-week period. A comprehensive system was designed and developed, integrating a virtual reality game as the software component alongside the necessary hardware, serving as the medium for treatment. Additionally, a tailored questionnaire addressing target panic was formulated to facilitate data collection. The results reveal a statistically significant difference between the proposed method and traditional approaches, as well as a strong positive correlation between achievements in the digital environment and real-world performance. The findings suggest that digital treatment can be a viable tool for archers experiencing target panic disorder, and that certain personality traits, such as conscientiousness, are closely tied to treatment effectiveness.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101013"},"PeriodicalIF":2.4000,"publicationDate":"2025-08-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S187595212500093X","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0
Abstract
The detrimental effects of stress and anxiety on mental and physical health are well-documented. In the context of professional athletics, high levels of pressure and anxiety can lead to a decline in performance and a regression in well-honed skills, a phenomenon known as performance blocks. While traditional methods have been employed to mitigate these blocks, recent studies have demonstrated the efficacy of digital approaches, especially virtual reality and serious games, in addressing mental and physical disorders. The application of digital treatments to target panic, a specific type of performance block which is a prevalent issue among professional archers, remains understudied. Furthermore, the relationship between personality traits and treatment efficacy remains unclear. This study reports on the findings of a formal user study involving 30 archers over a four-week period. A comprehensive system was designed and developed, integrating a virtual reality game as the software component alongside the necessary hardware, serving as the medium for treatment. Additionally, a tailored questionnaire addressing target panic was formulated to facilitate data collection. The results reveal a statistically significant difference between the proposed method and traditional approaches, as well as a strong positive correlation between achievements in the digital environment and real-world performance. The findings suggest that digital treatment can be a viable tool for archers experiencing target panic disorder, and that certain personality traits, such as conscientiousness, are closely tied to treatment effectiveness.
期刊介绍:
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.