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Screenshots from the virtual reality exposure therapy (VRET) app. (A) Example of a spider featured in an early, gaze-based level. (B) Example of a gamified exposure task (preventing the spider from being washed off the wall by moving the umbrella using gaze focused on the moving spider). (C) Example of realistic spider in a subsequent, boss-type level. (D) Example of a realistic spider used in higher levels.

Screenshots from the virtual reality exposure therapy (VRET) app. (A) Example of a spider featured in an early, gaze-based level. (B) Example of a gamified exposure task (preventing the spider from being washed off the wall by moving the umbrella using gaze focused on the moving spider). (C) Example of realistic spider in a subsequent, boss-type level. (D) Example of a realistic spider used in higher levels.

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Background: Virtual reality exposure therapy is an efficacious treatment of anxiety disorders, and recent research suggests that such treatments can be automated, relying on gamification elements instead of a real-life therapist directing treatment. Such automated, gamified treatments could be disseminated without restrictions, helping to close th...

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... the beginning and end of each sublevel, the user was prompted to rate subjective units of distress using a 0-100 scale. See Figure 2 for representative app screenshots. In addition to the virtual therapist, a voiceover spider expert was also included who presented facts about spiders (eg, descriptions of different spider species along with their biology and role in the ecosystem). ...

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Many children around the globe suffer from spider phobia. Virtual reality exposure therapy is an effective phobia treatment, but so far predominantly tailored for adults. A gamified approach utilizing gaze interaction would allow for a more child-friendly and engaging experience, and provide the possibility to foster working mechanisms of exposure...

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... The VR-STINAT was iteratively developed with the involvement of end-users (CBT therapists, psychiatrists, patients with depression, and healthy individuals), based on cognitive load theory -learning from worked example (33), and Mayer's cognitive theory of multimedia learning (34). Gamification elements such as feedback and achievements were incorporated to enhance enjoyment, and engagement (35). ...
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... Several VRET systems for the treatment of spider phobia have been described in the literature over time [19][20][21][22], highlighting advantages such as continuous exposure of individuals to the object of their fear [23] and better control of anxiety due to the absence of a real threat [24]. In some cases, participants showed a reduction in both subjective anxiety and spider cognitions in a more comfortable way than in vivo exposure therapy (IVET). ...
... Among participants with scorpion phobia, real findings are expected [23]. This study could have benefited from initially using an adaptation of the fear spider questionnaire, and by using the specialized psychological diagnosis, it could avoid using self-reported fear of scorpions [74]. ...
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... The design of such systems must consider several aspects. For starters, the chosen VRET platform should be readily accessible to the cohort and relevant to current consumer hardware; according to Lindner, utilizing consumer hardware is readily available to patients and designed to improve their access and compliance [151,152]. The timeline of exposure therapy should be structured programmatically to maintain a graded confrontational experience that can be adjusted according to patient progress. ...
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... The power and benefits of VR are particularly prominent in the field of therapy. For example, VR can be used in psychology to treat fear of heights (Abdullah and Shaikh, 2018;Bălan et al., 2020), of spiders Hildebrandt et al. (2016); Miloff et al. (2016); Lindner et al. (2020), of speaking in front of an audience (Barreda-Ángeles et al., 2020;Glémarec et al., 2022), or of disorders of body perception by leveraging personalized photorealistic avatars (Wolf et al., 2021;. It is also used to treat neurological disorders, for example, gait impairments as a result of Parkinson's disease or strokes (Hamzeheinejad et al., 2019;Kern et al., 2019), as well as in orthopedics for the physical recovery after surgery (Gianola et al., 2020;Bartl et al., 2022;Gazendam et al., 2022). ...
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... Therefore, it would be interesting to investigate more closely how the effectiveness of different XR modalities differs from each other in the same study. By way of illustration, recent studies have indicated that VRET is effective in the treatment of specific phobias [53][54][55][56] and the mixed-method study by Mayer et al. included in this review found improvements when employing VR exposure for patients with claustrophobia [46]. Giglioli et al.'s systematic review [26] as well as this present systematic review identified AR as a useful tool for specific phobia treatment. ...
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... However, VR alone may not address all exposure therapy disadvantages, and enhancing the attractiveness of VRETs is crucial for treatment success. Researchers have explored the potential of gamified VRETs in treating phobias [2,12,13]. Gamification, a strategy derived from video game-based approaches, has proven successful in achieving serious objectives across various fields, including the workplace [14], education [15], marketing [16], mental health [17][18][19], learning disabilities [20,21], and lazy eye treatment [22]. The primary inherent feature of digital games is their high-level motivational potential [23]. ...
... Attractiveness is beneficial for overcoming people's reluctance to seek treatment, broadening the reach of gamified interventions [18]. The engaging nature of gamification enhances users' experiences, as players are driven to win, explore stories, and ultimately reduce attrition rates [12,18,24]. The effectiveness aspect offers opportunities for achieving serious objectives such as behavior changes [18]. ...
... To our knowledge, no study has simultaneously used BF, VR, and gamification for the treatment of animal phobia. However, various studies have used VR and game concepts to address specific animal phobias, for example, spider phobia [12,32] and snake phobia [47]. Similar to these studies, our tool successfully induced anxiety and led to a reduction in fear levels, avoidance behaviors, and catastrophic thoughts related to phobias. ...
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... 10 It is possible that some of these negative experiences may be due to personal preferences, which might be avoidable by offering the user a variety of environments. 46 Patients admitted to psychiatric inpatient care experience low satisfaction with their influence on the choice of treatment and medication. 47 Non-pharmacological methods such as physical calm rooms have safety issues; therefore, healthcare workers may become risk averse and initially worried about letting patients stay on their own in calm rooms. ...
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... In Lindner, Rozental et al. [85], various challenges are present. One challenge involves helping a spider by preventing it from being washed away from a wall by rain. ...
... However, even with 3DOF, a moderate sense of spatial immersion can still be achieved, depending on the believability of the VRE. Certain studies presented visually coherent and well-crafted scenarios in terms of aesthetics and detail, even though locomotion was not allowed [12,85,86,88]. These studies also presented variations in the realism of spiders, ranging from cartoon-like to more realistic appearances, while consistently maintaining visual and logical coherence. ...
... The use of time as a game mechanic is observed in 6 studies with game-like characteristics [12,[84][85][86][87][88]. In one of the studies, temporal immersion is generated via the "kill or be killed" mechanic [87]. ...
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In the context of therapeutic exposure to phobias, virtual reality (VR) offers innovative ways to motivate patients to confront their fears, an opportunity not feasible in traditional non-digital settings. This systematic literature review explores the utilization of narratives and digital games in this context, focusing on identifying the most common ludic and narrative immersion features employed in studies dedicated to animal phobias. Via a search on the Scopus and Web of Science scientific databases, twenty-nine studies were selected for in-depth analysis. The primary objective was to evaluate the presence of ludic and narrative elements in each study to understand their immersive potential across both dimensions. Findings suggest that ludic elements are more commonly used than narrative elements, which are notably scarce, and the exploration of the emotional dimension of narrative immersion is limited. An essential takeaway is that features fostering narrative immersion are invariably linked to the ludic dimension, often functioning as secondary components. This study provides a guiding framework for developing therapeutic interventions in VR, emphasizing the incorporation of ludic and narrative aspects. Additionally, it identifies untapped research opportunities, particularly the integration of autonomous narratives that are less reliant on ludic elements.
... Gamified VR Exposure Therapy (VRET) does not only provide the possibility to offer an engaging experience for children especially, but also to implement playful mechanisms fostering working mechanisms of exposure therapy. There are already approaches integrating playful elements into VRET for adults with spider phobia (Go et al., 2020;Lindner et al., 2020;McMaster, 2020;Miloff et al., 2016). However, none of those is specifically developed for children. ...
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Many children around the globe suffer from spider phobia. Virtual reality exposure therapy is an effective phobia treatment, but so far predominantly tailored for adults. A gamified approach utilizing gaze interaction would allow for a more child-friendly and engaging experience, and provide the possibility to foster working mechanisms of exposure therapy. We developed an application in which children make spiders change in positively connoted ways (e.g., make them dance or shrink) if sufficient visual attention towards them is captured via eye tracking. Thereby, motivation for and positive affects during exposure towards spiders are aspired. In this pilot study on 21 children without (n = 11) and with fear of spiders (n = 10), we examined positive and negative affect during exposure to a virtual spider and to different gaze-related transformations of the spider within a quasi-experimental design. Within a one-group design, we additionally examined fear of spiders in spider fearful children before and one week after the intervention. We found that significantly more positive than negative affect was induced by the spiders' transformations in children without and with fear of spiders. Fear of spiders was furthermore significantly reduced in spider-fearful children, showing large effect sizes (d > .80). Findings indicate eligibility for future clinical use and evaluation in children with spider phobia.