Cited by 272Virtual Reality Applications and ImpactsAnxiety, Depression, Psychometrics, Treatment, Cognitive ProcessesDigital Mental Health Interventions

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

Robillard, Geneviève, Bouchard, Stéphane, Fournier, Thomas, Renaud, Patrice·2003·CyberPsychology & Behavior

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.

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Crossref · 10.1089/109493103769710497

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Authors
Robillard, G., Bouchard, S., Fournier, T., & Renaud, P.
Affiliations
Université du Québec en Outaouais (CA)
Venue
CyberPsychology & Behavior
Published
2003-10
Volume
6
Issue
5
Pages
467-476
ISSN
  • 1094-9313 (ISSN-L)
  • 1557-8364
OpenAlex
W1981633980
Cited by
272
References
26
Citations by year
2026: 10 · 2025: 6 · 2024: 31 · 2023: 14 · 2022: 12 · 2021: 14 · 2020: 16 · 2019: 15 · 2018: 9 · 2017: 6 · 2016: 9 · 2015: 13 · 2014: 12 · 2013: 10 · 2012: 11
FWCI
13.63
Type
journal article
Language
en
Open access
closed
Locations
  • CyberPsychology & Behavior (publishedVersion)
  • PubMed (publishedVersion)
Funders
  • Canada Research Chairs
  • Canadian Institutes of Health Research
Topics
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
  • Social Sciences › Psychology › Experimental and Cognitive Psychology › Anxiety, Depression, Psychometrics, Treatment, Cognitive Processes
  • Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
Keywords
virtual reality exposure therapy, phobia, anxiety, presence, simulator sickness, video games, low-cost VR
MeSH terms
Adolescent, Adult, Anxiety, Computer Simulation, Desensitization, Psychologic, Female, Humans, Male, Middle Aged, Neuropsychological Tests, Phobic Disorders, Reality Testing, Reference Values, Self Concept, Space Perception, Therapy, Computer-Assisted, User-Computer Interface, Matched-Pair Analysis, Video Games

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