Cited by 49Anxiety, Depression, Psychometrics, Treatment, Cognitive ProcessesDigital Mental Health InterventionsChild and Adolescent Psychosocial and Emotional Development

Treating childhood social anxiety disorder with virtual environments and serious games: a randomized trial

Open access
Beidel, Deborah C., Tuerk, Peter W., Spitalnick, Josh, Bowers, Clint A., Morrison, Krystal·2021·Behavior Therapy

Abstract

Disseminating efficacious psychological treatments remains a challenge for researchers and clinicians. In the case of social anxiety disorder (SAD), Social Effectiveness Therapy for Children (SET-C) has been demonstrated as an efficacious intervention, but elements of the protocol, such as peer generalization sessions, remain challenging to conduct in typical clinical settings. To address this need, we developed an artificially intelligent, web-based application, Pegasys-VR™, designed to replace peer generalization sessions and enhance homework compliance. The feasibility of Pegasys-VR™ was tested in a randomized controlled trial in comparison to SET-C. The results indicated that both programs were equally efficacious in decreasing anxiety and improving social skill in social encounters. Sixty-three percent (63%) of children treated with SET-C and 60% treated with Pegasys-VR™ did not meet diagnostic criteria for SAD at posttreatment. Pegasys-VR™ is a feasible, efficacious, and dissemination-friendly element of a comprehensive treatment program for social anxiety disorder in children.

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Integrity signals

Registry

Crossref · 10.1016/j.beth.2021.03.003

Cites

Statistics

Claims the paper makes

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

  • The findings of this study cannot be generalised to the younger population due to the inclusion of only one study involving participants under 18.

    “However, the findings of this study cannot be generalised to the younger population due to the inclusion of only one study involving participants under 18 (20).”

    From A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression (2023) · cites this paper as [20]

    The Method (SET-C vs Pegasys-VR™ Feasibility Trial; page unavailable) says trial participants had to be 7–12 years old, so this was a study of children, not a study with just one included study involving people under 18. The Discussion (page unavailable) says the intervention was designed for pre-adolescent children and cautions instead that its content may be less relevant to older adolescents. (LLM, conf=0.88)

    Checked by a reasoning model — may be wrong.

    Experimental — accuracy not yet measured
  • Technology-based interventions can improve homework compliance, boost participation, and offer engaging and flexible therapy platforms.

    “These tools can improve homework compliance, boost participation, and offer engaging and flexible therapy platforms, such as virtual reality or videoconferencing [97,98].”

    From The risks versus the benefits of pharmacological intervention in social anxiety disorder in children (2025) · cites this paper as [98]

    The Technology to Assist in the Acquisition of Social Skills and Method > Pegasys-VR™ sections describe an interactive virtual environment with game-based homework, supporting the claim that it offers an engaging therapy platform. The paper does not establish improved homework compliance or participation: it says compliance with an earlier version remained unsatisfactory, and the revised trial does not report an improvement in either outcome. It studies virtual environments, not videoconferencing; page numbers are unavailable in our copy. (LLM, conf=0.86)

    Experimental — accuracy not yet measured
  • Research demonstrates the feasibility of integrating self-management features within VR interventions.

    “Research unequivocally demonstrates the feasibility of integrating self-management features within VR interventions, ultimately empowering individuals to take charge of their treatment journey and interact with the intervention at their own pace and convenience (20, 21).”

    From A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression (2023) · cites this paper as [20]

    The Method (Pegasys-VR™) describes VR-based homework games and free play, and the Discussion reports initial feasibility of replacing some in-person treatment components. This supports integrating features for independent practice, but the paper does not establish that participants could manage their overall treatment or use the intervention at their own pace and convenience; treatment retained scheduled sessions. (LLM, conf=0.83)

    Experimental — accuracy not yet measured
  • VR interventions have been utilized to create virtual environments that simulate traumatic events, facilitating exposure therapy and desensitization to trauma-related triggers.

    “VR interventions have been utilized to create virtual environments that simulate traumatic events, facilitating exposure therapy and desensitization to trauma-related triggers (20).”

    From A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression (2023) · cites this paper as [20]

    The Method (Pegasys-VR™; page unavailable) describes virtual environments for practicing social interactions and separate in vivo exposure sessions for children with social anxiety. It does not describe simulated traumatic events or desensitization to trauma-related triggers; the virtual environments were used for peer practice, not the exposure sessions. (LLM, conf=0.88)

    Experimental — accuracy not yet measured
  • Out of 15 included studies, seven focused on VRET, one on IM-VR-CBT, four on VRS, one on VR-DTB, and three implemented VR intervention aimed at relaxation.

    “Out of the 15 studies included, seven focused on VRET (10–12, 20, 32, 42, 44), one on IM-VR-CBT (24), four on VRS (7, 8, 20, 21), one on VR-DTB (9) and three implemented VR intervention aimed at relaxation (13, 41, 43).”

    From A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression (2023) · cites this paper as [20]

    The Method section (Pegasys-VR™, page unavailable) confirms that this is a study using virtual environments and virtual characters for social-skills practice, supporting its inclusion as a VR intervention study. It does not establish the citing paper’s counts across 15 studies, and it describes the exposure sessions as in vivo rather than virtual-reality exposure; the VRET classification is therefore not supported by this source. (LLM, conf=0.86)

    Experimental — accuracy not yet measured

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

The self-check needs the paper’s full text.

The citation lists haven’t been fetched yet

References 37 · Cited by 49

Research works printed but not linked: 2

  1. Guy W (Ed.). (1976). ECDEU assessment manual for psychopharmacology, revised (pp. 218– 222). Rockville, MD: U.S. Department of Health and Human Services, Public Health Service, Alcohol Drug Abuse and Mental Health Administration, NIMH Psychopharmacology Research Branch.
  2. Silverman WK, & Albano AM (2004). Anxiety Disorders Interview Schedule-Child and Parent Version. Oxford University Press.

Authors
Beidel, D. C., Tuerk, P. W., Spitalnick, J., Bowers, C. A., & Morrison, K.
Affiliations
  • University of Virginia (US)
  • University of Central Florida (US)
Venue
Behavior Therapy
Publisher
Elsevier BV
Published
2021-11
Volume
52
Issue
6
Pages
1351-1363
ISSN
0005-7894 (ISSN-L)
OpenAlex
W3138638024
Cited by
49
References
37
Citations by year
2026: 12 · 2025: 12 · 2024: 11 · 2023: 11 · 2022: 2 · 2021: 1
FWCI
6.03
Type
journal article
Language
en
Open access
Locations
  • Behavior Therapy (acceptedVersion)
  • PubMed (publishedVersion)
  • PubMed Central (acceptedVersion)
Funders
National Institute of Mental Health (2R42MH0940)
Topics
  • Social Sciences › Psychology › Experimental and Cognitive Psychology › Anxiety, Depression, Psychometrics, Treatment, Cognitive Processes
  • Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
  • Social Sciences › Psychology › Clinical Psychology › Child and Adolescent Psychosocial and Emotional Development
Keywords
virtual reality, serious games, homework compliance, social skills, treatment dissemination, online intervention
MeSH terms
Phobia, Social, Anxiety Disorders, Child, Child Behavior Disorders, Humans, Treatment Outcome, Social Skills

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

Are you an author, or do you see a problem with this page? Request a review