Virtual Reality Game-Based Classification of Arachnophobia: A Two-Step Clustering Approach

Fear is a multifaceted emotion, challenging to define and assess accurately. Biologically, it is an innate response to threats, whereas psychologically, it is shaped by individual experiences and societal influences, sometimes evolving into specific phobias. One such phobia, arachnophobia (the fear of spiders), is particularly widespread and can vary widely in intensity among individuals. This paper presents a prototypal system that classifies the severity of arachnophobia using Machine Learning (ML) algorithms within a Virtual Reality (VR) game-based environment. The proposed system utilizes a two-stage clustering approach to analyze the behavioral data collected during VR exposure. Additionally, participants' self-reported fear levels are measured using the Spider Phobia Questionnaire (SPQ), to provide a comprehensive assessment. Preliminary results suggest that this method could be effectively used to classify arachnophobia intensity level, thus offering potential applications in both clinical settings and video games.

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Published
2025-08-19
DOI
https://doi.org/10.1109/cog64752.2025.11114142
Primary Topic
Virtual Reality Applications and Impacts
Type
article
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article

Virtual Reality Game-Based Classification of Arachnophobia: A Two-Step Clustering Approach

N. Alberto Borghese, Solomon Teferra Abate, Marco Ligabue, Susanna Brambilla et al.
Virtual Reality Applications and Impacts
article

Virtual Reality Game-Based Classification of Arachnophobia: A Two-Step Clustering Approach

N. Alberto Borghese, Solomon Teferra Abate, Marco Ligabue, Susanna Brambilla, Laura Anna Ripamonti, Giuseppe Boccignone
article en

Abstract

Fear is a multifaceted emotion, challenging to define and assess accurately. Biologically, it is an innate response to threats, whereas psychologically, it is shaped by individual experiences and societal influences, sometimes evolving into specific phobias. One such phobia, arachnophobia (the fear of spiders), is particularly widespread and can vary widely in intensity among individuals. This paper presents a prototypal system that classifies the severity of arachnophobia using Machine Learning (ML) algorithms within a Virtual Reality (VR) game-based environment. The proposed system utilizes a two-stage clustering approach to analyze the behavioral data collected during VR exposure. Additionally, participants' self-reported fear levels are measured using the Spider Phobia Questionnaire (SPQ), to provide a comprehensive assessment. Preliminary results suggest that this method could be effectively used to classify arachnophobia intensity level, thus offering potential applications in both clinical settings and video games.

University of Milan (IT)
Openalex Percentile: Top 79%
Virtual Reality Applications and Impacts
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