A Controlled Virtual Reality Exposure Therapy Application for Smartphones
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In smartphone iVR, inferior graphical quality, higher latency, and a narrower field of view due to less powerful processors hinder realism.
“Inferior graphical quality, higher latency, and a narrower field of view due to less powerful processors hinder realism [86].”
From SAFEvR MentalVeRse.app: Development of a Free Immersive Virtual Reality Exposure Therapy for Acrophobia and Claustrophobia (2024) · cites this paper as [86]
Cites
Kable, B. (2005) · Australian Family Physician · doi:10.4135/9781412950510.n532 · Cited by 5,555 · cited 1×
“Every year, anxiety disorders affect nearly 18.1% of adults and are still registered as one of the most commons mental disorders (Saloni Dattani and Roser, 2021).”
BackgroundInfluentialFischer, C., Malycha, C. P., & Schafmann, E. (2019) · Frontiers in Psychology · doi:10.3389/fpsyg.2019.00137 · Cited by 372 · cited 1× · see citing works
“On the other side, intrinsic motivation is based on personal interest, the final reward is related to each individual (Fischer et al., 2019).”
BackgroundLau, H. M., Smit, J. H., Fleming, T. M., & Riper, H. (2017) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2016.00209 · Cited by 328 · cited 2× · see citing works
“, 2011) and reduce disorderrelated symptoms (Lau et al., 2017).”
BackgroundImmersive virtual reality health games: a narrative review of game design
Tao, G., Garrett, B., Taverner, T., Cordingley, E., & Sun, C. (2021) · Journal of NeuroEngineering and Rehabilitation · doi:10.1186/s12984-020-00801-3 · Cited by 189 · cited 1× · see citing works
“The current problem is no longer the effectiveness of VR and the application of exposure therapy, but the user experience itself that can lead to more positive or negative results (Tao et al., 2021).”
BackgroundMiloff, A., Lindner, P., Dafgård, P., Deak, S., Garke, M., Hamilton, W., Heinsoo, J., Kristoffersson, G., Rafi, J., Sindemark, K., et al. (2019) · Behaviour Research and Therapy · doi:10.1016/j.brat.2019.04.004 · Cited by 155 · cited 3× · see citing works
“…elements and some therapists also tend to believe that in real-life exposure can be unethical by provoking uncontrollable fear to their patients and, depending on the disorder, by not being able to maintain the sessions private and violating the patient-client boundaries (Miloff et al., 2019).”
BackgroundInfluentialBotella, C., Bretón-López, J., Quero, S., Baños, R., García-Palacios, A., Zaragozá, I., & Alcañíz, M. (2011) · Computers in Human Behavior · doi:10.1016/j.chb.2010.07.043 · Cited by 152 · cited 7× · see citing works
“The different levels of the serious games are achieved with the acquisition of skills or therapeutic progress (Botella et al., 2011).”
BackgroundInfluentialLindner, P., Miloff, A., Zetterlund, E., Reuterskiöld, L., Andersson, G., & Carlbring, P. (2019) · Frontiers in Psychology · doi:10.3389/fpsyg.2019.00176 · Cited by 118 · cited 1× · see citing works
“However, psychologists who are specialized in other disorders like eating disorders, ADHD and OCD also believe VRET can be an alternative treatment with success (Lindner et al., 2019).”
BackgroundSerious Games, Gamification, and Serious Mental Illness: A Scoping Review
Fitzgerald, M., & Ratcliffe, G. (2019) · Psychiatric Services · doi:10.1176/appi.ps.201800567 · Cited by 116 · cited 4× · see citing works
“The use of serious games and gamification principles to promote treatment for mental illness had high levels of feasibility and acceptability among both users and providers (Fitzgerald and Ratcliffe, 2020).”
BackgroundInfluentialTips for effective implementation of virtual reality exposure therapy in phobias-A systematic review
Krzystanek, M., Surma, S., Stokrocka, M., Romańczyk, M., Przybyło, J., Krzystanek, N., & Borkowski, M. (2021) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2021.737351 · Cited by 46 · cited 1× · see citing works
“Long term studies show the effectiveness of VR to ET in the treatment of phobias (Krzystanek et al., 2021).”
BackgroundMaximizing the impact of virtual reality exposure therapy for anxiety disorders
Anderson, P. L., & Molloy, A. (2020) · Current Opinion in Psychology · doi:10.1016/j.copsyc.2020.10.001 · Cited by 38 · cited 4× · see citing works
“Exposure therapy has proved its efficacy in the last 20 years (Botella et al., 2011; Anderson and Molloy, 2020).”
BackgroundInfluentialA Virtual Reality Game to Assess OCD Symptoms
van Bennekom, M. J., de Koning, P. P., Gevonden, M. J., Kasanmoentalib, M. S., & Denys, D. A. J. P. (2021) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2020.550165 · Cited by 30 · cited 1× · see citing works
“So, with the help of VR, therapists can recognize OCD symptoms and diagnose this disturb easier (Van Bennekom et al., 2021).”
BackgroundHinze, J., Röder, A., Menzie, N., Müller, U., Domschke, K., Riemenschneider, M. J., & Noll‐Hussong, M. (2021) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2021.704174 · Cited by 22 · cited 1× · see citing works
“Therapists also avoid invivo exposure due to the time-consuming sessions and the work around it, for instance, catching and keeping a spider in the clinic for later reuse (Hinze et al., 2021).”
BackgroundLievense, P., Vacaru, S. V., Kruithof, Y., Bronzewijker, N., Doeve, M., & Sterkenburg, P. S. (2020) · Disability and health journal · doi:10.1016/j.dhjo.2020.101017 · Cited by 19 · cited 4× · see citing works
“Serious games, unlike traditional computer games, are alternative educational, training, or therapeutic tools that go beyond mere entertainment (Lievense et al., 2021) and are an effective medium for creating a non-threatening and engaging learning environment (Fitzgerald and Ratcliffe, 2020).”
BackgroundInfluentialMaking Reality Virtual: How VR “Tricks” Your Brain
Penn, R., & Hout, M. C. (2018) · Front. Young Minds. · doi:10.3389/frym.2018.00062 · Cited by 18 · cited 1× · see citing works
“Numerous authors have shown that VR experiences can be compared to real ones as VR scenarios can induce some sensations similar to the ones felt in the physical world (Penn and Hout, 2018).”
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1 of the 15 references couldn’t be matched to a known paper.
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Gaina, M.-A., Sbarcea, S.-V., Popa, B.-S., Stefanescu, B.-V., Gaina, A.-M., Szalontay, A.-S., Bolos, A., & Stefanescu, C. (2024) · Brain Sciences · doi:10.3390/brainsci14070651 · Cited by 8 · see citing works
“[83,86,140].”
BackgroundVirtual reality exposure therapy: A Bibliometric Analysis (1996–2024)
Şirin, H. D. (2026) · Genel Tıp Dergisi · doi:10.54005/geneltip.1722749
- Authors
- Teixeira, J., Patrão, B., & Menezes, P.
- Affiliations
- University of Coimbra (PT)
- Venue
- Proceedings of the 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications
- Published
- 2022
- Pages
- 294-301
- OpenAlex
- W4213009994
- Cited by
- 2
- References
- 15
- Citations by year
- 2026: 1 · 2024: 1
- FWCI
- 0.20
- Type
- conference paper
- Language
- en
- Open access
- hybrid
- doi.org
- Licence
- cc-by-nc-nd
- Locations
- International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP) (publishedVersion, cc-by-nc-nd)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
- Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
- Keywords
- virtual reality exposure therapy, mobile application, controlled exposure, anxiety disorders, mobile mental health
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