A review of virtual reality and serious games within cognitive behavioral therapy for social anxiety disorder
Open accessAbstract
This literature review discusses efforts to enhance cognitive behavioral therapy in addressing social phobia, such as social anxiety disorder, by utilizing serious games and virtual reality exposure therapy. In the worldwide context of the COVID-19 outbreak, conventional cognitive behavioral therapy faces significant challenges, prompting practitioners and researchers to seek innovative e solutions. During the conducted literature review, several research articles were identified that explore the utilization of virtual reality exposure therapy and serious games within the stages of cognitive behavioral therapy. Using the PICOC method and software such as Publish or Perish, Zotero, and VOSViewer, 30 journal articles have been obtained, indicating that virtual reality exposure therapy and serious games can enhance the effectiveness of cognitive behavioral therapy. However, there are clear signs suggesting that integrating virtual reality (VR) technology and serious games on smartphones into the cognitive behavioral therapy process could offer a promising avenue for new research. This approach may help address the challenges brought about by the effects of the COVID-19 pandemic on people with social anxiety disorder, particularly in Indonesia. Although further research and therapy adaptation according to the cultural context in Indonesia are needed, this development offers new research opportunities as an alternative therapeutic approach with significant advancements in addressing social anxiety disorder.
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Employing AR technology for contextualized exposure positively influences patients by promoting their coping efficacy and enhancing their positivity for self-directed therapeutic practice.
“Employing AR technology for contextualized exposure positively influences patients by promoting their coping efficacy and enhancing their positivity for self-directed therapeutic practice [35].”
From Advancing Undergraduate Student Mental Healthcare of Social Anxiety Disorder: Evaluating the Acceptance of AR-Assisted Cognitive Behavioral Therapy Through TAM-Based Constructs. (2026) · cites this paper as [35]
The review’s discussion of Article A11 reports that self-directed virtual reality exposure may reduce social anxiety symptoms, and the Introduction describes VR exposure as helping people face fears in a controlled setting (page numbers unavailable). These passages support a related therapeutic benefit, but they concern VR rather than AR and do not report improved coping efficacy or a more positive attitude toward self-directed practice. (LLM, conf=0.82)
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Research works printed but not linked: 36
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Towards digital therapeutics: Developing an immersive serious game for social anxiety disorder
Pattiasina, T. J., Rosyid, H. A., Handayani, A., Junaedi, H., Trianto, E. M., & Sutjiadi, R. (2025) · Telfor Journal · doi:10.5937/telfor2502022p · Cited by 3 · see citing works
Self-citationZhou, Z., Zhou, Y., Ouyang, B., Man, S. S., & Chan, A. H. S. (2026) · Healthcare · doi:10.3390/healthcare14131978
“Employing AR technology for contextualized exposure positively influences patients by promoting their coping efficacy and enhancing their positivity for self-directed therapeutic practice [35].”
Pattiasina, T. J., Rosyid, H. A., Handayani, A., Junaedi, H., & Trianto, E. M. (2026) · Journal of Creativity in Mental Health · doi:10.1080/15401383.2026.2674630
“Serious Games), a mobile-based VR-SG system designed to enhance CBT exposure for adolescents with SAD (Pattiasina et al., 2025; Pattiasina et al., 2024).”
Self-citationPattiasina, T. J., Rosyid, H. A., Handayani, A. N., Junaedi, H., Trianto, E. M., & Chandra, W. (2026) · Journal of Enabling Technologies · doi:10.1108/jet-12-2025-0096
Self-citation
- Authors
- Pattiasina, T. J., Ar Rosyid, H., Handayani, A. N., Junaedi, H., & Trianto, E. M.
- Affiliations
- State University of Malang (ID)
- Institut Sains dan Teknologi Terpadu Surabaya (ID)
- Institut Informatika Indonesia (ID)
- Venue
- Jurnal Pekommas
- Published
- 2024-06-20
- Volume
- 9
- Issue
- 1
- Pages
- 93-108
- ISSN
- 2502-1893 (ISSN-L)
- 2502-1907
- OpenAlex
- W4402482557
- Cited by
- 5
- References
- 0
- Citations by year
- 2026: 3 · 2025: 1 · 2024: 1
- FWCI
- 1.49
- Type
- journal article
- Language
- en
- Open access
- diamond
- doi.org
- Licence
- Locations
- Jurnal Pekommas (publishedVersion, cc-by-nc-sa)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Anxiety, Depression, Psychometrics, Treatment, Cognitive Processes
- Keywords
- virtual reality exposure therapy, serious games, cognitive behavioral therapy, social anxiety disorder, COVID-19 pandemic, digital mental health interventions
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