2017
DOI: 10.17083/ijsg.v4i2.154
|View full text |Cite
|
Sign up to set email alerts
|

A Comparison of Active and Passive Virtual Reality Exposure Scenarios to Elicit Social Anxiety

Abstract: Social phobia is an anxiety disorder that results in an excessive and unreasonable fear of social situations. As a safe and controlled tool, Virtual Reality Exposure Therapy (VRET) has been used to treat anxiety disorders and phobias. This paper aims to study whether VRET with active scenarios can challenge a person more than passive scenarios. By comparing participants who were exposed to active and passive scenarios in VRET, we show that active scenarios are more effective than passive scenarios to elicit so… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
9
0

Year Published

2017
2017
2024
2024

Publication Types

Select...
8
1

Relationship

0
9

Authors

Journals

citations
Cited by 19 publications
(9 citation statements)
references
References 53 publications
0
9
0
Order By: Relevance
“…A specific aspect of a virtual environment, related to the user's level of interactivity, is whether the simulation provides an active or passive experience. Active VR experiences involve a greater level of participation and interactivity with the virtual environment, allowing higher levels of presence to be experienced as users feel more engaged (Sekhavat and Nomani, 2017). Freeman, Lessiter, Pugh and Keogh (2005), highlighted the difference between active and passive simulations, while demonstrating their influence on presence.…”
Section: Introductionmentioning
confidence: 99%
“…A specific aspect of a virtual environment, related to the user's level of interactivity, is whether the simulation provides an active or passive experience. Active VR experiences involve a greater level of participation and interactivity with the virtual environment, allowing higher levels of presence to be experienced as users feel more engaged (Sekhavat and Nomani, 2017). Freeman, Lessiter, Pugh and Keogh (2005), highlighted the difference between active and passive simulations, while demonstrating their influence on presence.…”
Section: Introductionmentioning
confidence: 99%
“…Benefits are also seen in cost reduction connected with currency exchange rates and it has huge potential for simplifying frequent traveler loyalty programs (Kowalewski et al 2020). Further, an active AR experience put an emphasis on participation and interactivity with the virtual environment, allowing higher levels of presence to be experienced as users feel more engaged (Sekhavat and Nomani, 2017). Augmented Reality (AR) is a technology that allows computer-generated virtual content to be displayed in real time.…”
Section: An Overvew Of Secondary Digital Technologies That Support Business Platformsmentioning
confidence: 99%
“…fear of spiders) (Lindner et al, 2020), aviophobia (i.e. fear of flying) (Wiederhold & Wiederhold, 2003), social phobia (Sekhavat & Nomani, 2017), Post Traumatic Stress Disorder (PTSD) (Gonçalves et al, 2012) and other stress-related disorders (Guillén et al, 2018) (also see a summary in (Maples-Keller et al, 2017;Parsons & Rizzo, 2008)). In such treatments, VR was used to provide an immersive stimulus to help the patient feel the same anxiety as they would feel in the actual situation whilst being supported by the therapist in a safe physical environment.…”
Section: Virtual Reality In Mental Health and Wellbeingmentioning
confidence: 99%