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International Journal of Serious Games
Virtual Reality Exposure Therapy (VRET) serves as a critical tool for treating social phobia, yet the degree of user agency required to maximize therapeutic outcomes remains a subject of investigation. By comparing active scenarios, which necessitate user navigation and decision-making, against passive, pre-determined environments, researchers have identified that active engagement significantly enhances the efficacy of exposure. Utilizing the Unity engine to simulate city, supermarket, and metro settings, the study demonstrates that active participation demands higher cognitive and attentional resources, thereby generating more pronounced physiological and psychological anxiety responses.
Data collected from 24 participants indicates that active scenarios consistently outperform passive alternatives in eliciting subjective anxiety and fostering a heightened sense of presence during social interactions. While both methodologies successfully trigger anxiety, the integration of active decision-making creates a more potent environment for therapeutic intervention. Interestingly, despite the disparity in anxiety induction, participants reported no statistically significant difference in enjoyment levels between the two modes of interaction, suggesting that increased agency does not compromise the user experience.
These findings support a clinical framework where active engagement is prioritized for effective exposure therapy. However, to optimize patient adaptation and manage the intensity of the experience, a hybrid approach—transitioning from passive observation to active participation—is recommended. Future research efforts are expected to expand upon these results by incorporating objective physiological measurements and testing these serious game environments on populations diagnosed with clinical social anxiety, further validating the role of interactive virtual reality in mental health treatment.
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Serious Games Society · 2024