MeetingBenji: Tackling Cynophobia with Virtual Reality, Gamification, and Biofeedback

Phobias, particularly animal phobias like cynophobia (fear of dogs), disrupt the lives of those affected by, for instance, limiting outdoor activities. While virtual reality exposure therapy (VRET) has emerged as a potential treatment for this phobia, these efforts have been limited by high dropout rates and a lack of ability to handle stressful situations in people who suffer from cynophobia. Inspired by these challenges, we present MeetingBenji, a VRET system for cynophobia that uses (i) gamification to enhance motivation and engagement, and (ii) biofeedback to facilitate self-control and reduce physiological responses. In a study (N=10) that compared the effects of displaying dogs in 3D scenes and 360º videos using the Behavioral Approach Test (BAT) – in which participants are increasingly exposed to the source of phobia – participants reported a high level of immersion to the exposure sequence. Further, they reported feeling more anxiety with 3D content than 360º video (60%), lower heart rates in the presence of biofeedback (between 1.71% and 7.46%), and improved self-control across the three exposure levels. They appreciated our gamified elements – completing all exposure levels. This study suggests that VRET with gamification and biofeedback is an effective approach to stimulate the habituation of people with cynophobia.

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Publication Details

Published
2024-09-22
DOI
https://doi.org/10.1145/3641825.3687747
Citations
3
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
1.12
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article

MeetingBenji: Tackling Cynophobia with Virtual Reality, Gamification, and Biofeedback

Augusto Esteves, Inês Alves
3 citations
Virtual Reality Applications and Impacts
1.12
article

MeetingBenji: Tackling Cynophobia with Virtual Reality, Gamification, and Biofeedback

Augusto Esteves, Inês Alves
article en
3 citations

Abstract

Phobias, particularly animal phobias like cynophobia (fear of dogs), disrupt the lives of those affected by, for instance, limiting outdoor activities. While virtual reality exposure therapy (VRET) has emerged as a potential treatment for this phobia, these efforts have been limited by high dropout rates and a lack of ability to handle stressful situations in people who suffer from cynophobia. Inspired by these challenges, we present MeetingBenji, a VRET system for cynophobia that uses (i) gamification to enhance motivation and engagement, and (ii) biofeedback to facilitate self-control and reduce physiological responses. In a study (N=10) that compared the effects of displaying dogs in 3D scenes and 360º videos using the Behavioral Approach Test (BAT) – in which participants are increasingly exposed to the source of phobia – participants reported a high level of immersion to the exposure sequence. Further, they reported feeling more anxiety with 3D content than 360º video (60%), lower heart rates in the presence of biofeedback (between 1.71% and 7.46%), and improved self-control across the three exposure levels. They appreciated our gamified elements – completing all exposure levels. This study suggests that VRET with gamification and biofeedback is an effective approach to stimulate the habituation of people with cynophobia.

University of Lisbon (PT)
Zero hunger
Openalex Percentile: Top 22%
Virtual Reality Applications and Impacts
1.12
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MeetingBenji: Tackling Cynophobia with Virtual Reality, Gamification, and Biofeedback — Augusto Esteves, Inês Alves · (2024) | TGRS Research Map | TGRS