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Game streaming serves as a viable, scalable, and highly personalizable medium for digital exposure therapy, specifically designed to address the symptoms of social anxiety disorder. By mapping the core requirements of cognitive-behavioral therapy—such as performance visibility, audience judgment, and sustained interaction—to the inherent features of livestreaming, this approach provides a controlled environment for graduated exposure. The primary thesis posits that the prospect of streaming induces the necessary fear response required for effective therapeutic intervention, particularly among individuals with higher baseline levels of social anxiety.
Empirical findings indicate that the act of streaming significantly elevates expected fear compared to solitary gaming. While performance visibility does not appear to be the primary driver of this anxiety, game demand—defined by difficulty levels and the potential for failure—serves as a critical mechanism for modulating fear. By manipulating these game mechanics, clinicians can create customizable exposure scenarios that balance anxiety induction with player engagement, allowing for a tailored therapeutic progression that traditional, static exposure methods may lack.
The scope of this research encompasses the intersection of digital media, clinical psychology, and game design, focusing on the potential for streaming platforms to function as therapeutic tools. The findings suggest that game developers and platform operators could enhance the accessibility of these environments by implementing features such as difficulty-based recommendations or specialized modes to help users manage performance-related stress. While these results establish a foundational framework for using streaming as a clinical tool, further research is required to validate these outcomes within clinical populations and to determine how specific, granular game mechanics influence long-term therapeutic efficacy.
European Conference on Games Based Learning (ECGBL) · 2026