Battle Against Your Fears: Virtual Reality Serious Games and Physiological Analysis for Phobia Treatment

Advancements in virtual reality (VR) technology have enabled its use to assist in multiple fields. This study introduces a comprehensive framework designed to support exposure therapy through a series of VR serious games and physiological monitoring. It relies on a generic architecture, allowing for the modification of VR stimuli according to different phobias (e.g., arachnophobia, acrophobia), while the remaining modules can be reused for data collection and analysis. Furthermore, the framework incorporates customizable biofeedback mechanisms that trigger specific events or adjust stimulus levels based on physiological responses. Prior to integration into the overall architecture, the proposed VR serious games underwent assessment in various events with a total of 56 participants. In addition, the framework's ability to capture diverse biosignals and synchronize them with other relevant metrics was evaluated through two user studies involving a total of 23 participants.

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Publication Details

Journal
IEEE Computer Graphics and Applications
Published
2025-01-01
DOI
https://doi.org/10.1109/mcg.2024.3497672
Citations
2
Primary Topic
Mind wandering and attention
Type
article
Field-Weighted Citation Impact
2.86
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article

Battle Against Your Fears: Virtual Reality Serious Games and Physiological Analysis for Phobia Treatment

Bernardo Marques, Diogo Luiz de Jesus Moreira, Susana Brás, José Maria Fernandes et al.
2 citations
IEEE Computer Graphics and Applications
Mind wandering and attention
2.86
article

Battle Against Your Fears: Virtual Reality Serious Games and Physiological Analysis for Phobia Treatment

Bernardo Marques, Diogo Luiz de Jesus Moreira, Susana Brás, José Maria Fernandes, Martim Neves
article en
2 citations

Abstract

Advancements in virtual reality (VR) technology have enabled its use to assist in multiple fields. This study introduces a comprehensive framework designed to support exposure therapy through a series of VR serious games and physiological monitoring. It relies on a generic architecture, allowing for the modification of VR stimuli according to different phobias (e.g., arachnophobia, acrophobia), while the remaining modules can be reused for data collection and analysis. Furthermore, the framework incorporates customizable biofeedback mechanisms that trigger specific events or adjust stimulus levels based on physiological responses. Prior to integration into the overall architecture, the proposed VR serious games underwent assessment in various events with a total of 56 participants. In addition, the framework's ability to capture diverse biosignals and synchronize them with other relevant metrics was evaluated through two user studies involving a total of 23 participants.

IEEE Computer Graphics and ApplicationsVol. 45(1)
University of Aveiro (PT)
Openalex Percentile: Top 11%
Mind wandering and attention
2.86
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