One notable disadvantage of VR systems is their
high prices. The development of this technology in
the past four years, has led to a cost reduction and
increased quality, and that makes this issue continu-
ally less significant. With the recent release of new
and more inexpensive virtual reality headsets, clinical
trials are more common and find high levels of user
satisfaction with VR (Anderson and Molloy, 2020).
Although cybersickness is still one of the major ob-
stacles, considerable improvements in the devices’
quality make this issue increasingly less significant.
Also in this respect, the careful design of applica-
tions (Patr
˜
ao et al., 2015), and the fact that most ex-
posure scenarios do not need fast displacements in the
VR space, may contribute to reduce the percentage of
users experiencing this type of discomfort.
It is commonly accepted that VR and ET are use-
ful with anxiety disorders, especially for disorders
such as zoophobia, aerophobia, acrophobia, among
others. However, psychologists who are specialized
in other disorders like eating disorders, ADHD and
OCD also believe VRET can be an alternative treat-
ment with success (Lindner et al., 2019). In the
case of OCD, VR is capable of provoking symptoms
such as anxiety in patients and compare the results to
healthy control. So, with the help of VR, therapists
can recognize OCD symptoms and diagnose this dis-
turb easier (Van Bennekom et al., 2021). Nowadays,
the main question is no longer if VRET is indeed as
effective as in-vivo ET, but how to engage the patient
to keep working on himself and not giving up for lack
of interest.
Since the concept of computer games has been
emerging as a powerful new economic, cultural, and
educational force (Botella et al., 2011), serious games
are also becoming more popular among people of all
ages.
Serious games, unlike traditional computer
games, are alternative educational, training, or ther-
apeutic tools that go beyond mere entertainment
(Lievense et al., 2021) and are an effective medium
for creating a non-threatening and engaging learn-
ing environment (Fitzgerald and Ratcliffe, 2020). It
has been proven that serious games can change be-
haviour (Botella et al., 2011) and reduce disorder-
related symptoms (Lau et al., 2017). It actively en-
gages the player and promotes change within a safe
virtual environment (Lievense et al., 2021), eliminat-
ing both the privacy issue and the out-of-control el-
ements that worried the therapists. Since it has an
entertaining form, the ethical conflict of provoking
fear in the patients is also toned down and is more
acceptable between professionals. This type of game
places its goal outside the game itself. According to
the self-determination theory, there are two types of
motivation that may influence the retention of a per-
son in one activity - extrinsic motivation and intrinsic
motivation (Lievense et al., 2021). From a gaming
perspective, extrinsic motivation leads to material re-
wards, or cheering messages for other players. For in-
stance, when the player receives fictional coins to pur-
chase bonuses or elements in the game. On the other
side, intrinsic motivation is based on personal interest,
the final reward is related to each individual (Fischer
et al., 2019). Serious games thrive on intrinsic mo-
tivation since the player must have personal goals to
succeed in the game. The different levels of the seri-
ous games are achieved with the acquisition of skills
or therapeutic progress (Botella et al., 2011). If the
players have a clear purpose and the goals and levels
of the game are clearly defined, then the game is well
accepted, and the engagement is enhanced (Fitzgerald
and Ratcliffe, 2020). The use of serious games and
gamification principles to promote treatment for men-
tal illness had high levels of feasibility and acceptabil-
ity among both users and providers (Fitzgerald and
Ratcliffe, 2020). 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).
The application of VR can follow quite different
approaches. Some aim to develop an application for
smartphones to be used at home without the presence
and/or without the consultation of a therapist. These
applications can sometimes be a serious game or a se-
lection of VR scenarios that the user needs to explore.
In this case, the progress achieved is measured by the
user or by the application itself. However, this can
make the situation worse by exposing the user to lev-
els of disturbing elements that he/she is not prepared
to face, thus incubating the fear even more.
The problem we perceived with the current home-
use application, is that it does not engage the user
to come home after a day of work to use it. This is
a big problem with exposure therapy, as it requires
constant exposure to the anxiety source to eventually
overcome the problem. Other commonly used ap-
proaches consist of the application of VR in-clinic
sessions with the constant presence of the therapist
that walks through all the stages with the patient, and
maintaining full control of the exposure level through
out the session.
1.1 Contributions of the Paper
This work presents the development of a immersive
application to promote learning and coping with anx-
iety, tuned for a specific clinical case. The ultimate
A Controlled Virtual Reality Exposure Therapy Application for Smartphones
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