2011
DOI: 10.1016/j.chb.2010.07.043
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Treating cockroach phobia using a serious game on a mobile phone and augmented reality exposure: A single case study

Abstract: Registro de acceso restringido Este recurso no está disponible en acceso abierto por política de la editorial. No obstante, se puede acceder al texto completo desde la Universitat Jaume I o si el usuario cuenta con suscripción. Registre d'accés restringit Aquest recurs no està disponible en accés obert per política de l'editorial. No obstant això, es pot accedir al text complet des de la Universitat Jaume I o si l'usuari compta amb subscripció. Restricted access item This item isn't open access because of publ… Show more

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Cited by 111 publications
(83 citation statements)
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“…Importantly, the costs involved in the production of the environment are lower than in VR, which may increase the generalization of its use in clinical practice (for a review, see (Baus & Bouchard, 2014)). A few studies to date have employed AR techniques for stimuli delivery in anxiety disorders, namely in specific phobias such as spider phobia (Wrzesien, Burkhardt, Alcañiz, & Botella, 2011; Wrzesien et al., 2013) and cockroach phobia (C. Botella et al., 2011, 2010). In this later phobia, and after AR applied in a “one‐session therapy,” following the treatment protocol followed by (Öst, Salkovskis, & Hellström, 1991), the positive outcomes of the therapy persisted up to a 12‐month follow‐up period (Bretón‐López et al., 2010).…”
Section: Discussionmentioning
confidence: 99%
“…Importantly, the costs involved in the production of the environment are lower than in VR, which may increase the generalization of its use in clinical practice (for a review, see (Baus & Bouchard, 2014)). A few studies to date have employed AR techniques for stimuli delivery in anxiety disorders, namely in specific phobias such as spider phobia (Wrzesien, Burkhardt, Alcañiz, & Botella, 2011; Wrzesien et al., 2013) and cockroach phobia (C. Botella et al., 2011, 2010). In this later phobia, and after AR applied in a “one‐session therapy,” following the treatment protocol followed by (Öst, Salkovskis, & Hellström, 1991), the positive outcomes of the therapy persisted up to a 12‐month follow‐up period (Bretón‐López et al., 2010).…”
Section: Discussionmentioning
confidence: 99%
“…These serious games are not used only for treatment of diseases, but also for physical, mental, and social well-being treatments. These include obesity [24], [25], phobias [26], [27], diabetes [28], [29], autism [30], [31], [32] and many others. A complete literature survey on serious games for health can be found in work by Wattanasoontorn et al [33], that also classifies them by game purpose, functionality, stage of disease and by player's wellness and analyzes each game based on different functionalities.…”
Section: Related Workmentioning
confidence: 99%
“…Indeed, McGonigal [28] questioned how games can change how people act and think in their real lives, a challenge that triggered a wave of new games for personal and social change and creating positive impacts. One consequence has been widespread gamification resulting in many different types of serious games [39], for example to train marine staff [3], treat cockroach phobia [4], overcome negative emotions [40], manage large-scale investment resources [18], rediscover cultural heritage [14] and help cancer patients make decisions about their health [25].…”
Section: Serious Games For Training Play and Dementia Carementioning
confidence: 99%