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
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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VR immersions can elicit anxiety in people with specific phobia compared to people without an anxiety disorder.
“Studies have demonstrated that, compared to people who do not suffer from an anxiety disorder, immersions in virtual reality (VR) can elicit anxiety in people suffering from specific phobia [5], and from obsessive-compulsive disorder characterized by fear of contamination [6] or by checking behaviors [7].”
From Exposure to a Standardized Catastrophic Scenario in Virtual Reality or a Personalized Scenario in Imagination for Generalized Anxiety Disorder (2019) · cites this paper as [5]
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- Authors
- Robillard, G., Bouchard, S., Fournier, T., & Renaud, P.
- Affiliations
- Université du Québec en Outaouais (CA)
- Venue
- CyberPsychology & Behavior
- Publisher
- SAGE Publications
- 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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