Published on in Vol 8, No 2 (2020): Apr-Jun

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/17807, first published .
Experiences of Gamified and Automated Virtual Reality Exposure Therapy for Spider Phobia:  Qualitative Study

Experiences of Gamified and Automated Virtual Reality Exposure Therapy for Spider Phobia: Qualitative Study

Experiences of Gamified and Automated Virtual Reality Exposure Therapy for Spider Phobia: Qualitative Study

Journals

  1. Lindner P, Dagöö J, Hamilton W, Miloff A, Andersson G, Schill A, Carlbring P. Virtual Reality exposure therapy for public speaking anxiety in routine care: a single-subject effectiveness trial. Cognitive Behaviour Therapy 2021;50(1):67 View
  2. Lindner P. Better, Virtually: the Past, Present, and Future of Virtual Reality Cognitive Behavior Therapy. International Journal of Cognitive Therapy 2021;14(1):23 View
  3. Tabbaa L, Ang C, Siriaraya P, She W, Prigerson H. A Reflection on Virtual Reality Design for Psychological, Cognitive and Behavioral Interventions: Design Needs, Opportunities and Challenges. International Journal of Human–Computer Interaction 2021;37(9):851 View
  4. Fagernäs S, Hamilton W, Espinoza N, Miloff A, Carlbring P, Lindner P. What do users think about Virtual Reality relaxation applications? A mixed methods study of online user reviews using natural language processing. Internet Interventions 2021;24:100370 View
  5. Lindner P, Dafgård P, Miloff A, Andersson G, Reuterskiöld L, Hamilton W, Carlbring P. Is Continued Improvement After Automated Virtual Reality Exposure Therapy for Spider Phobia Explained by Subsequent in-vivo Exposure? A First Test of the Lowered Threshold Hypothesis. Frontiers in Psychiatry 2021;12 View
  6. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
  7. Annamalai N, Uthayakumaran A, Zyoud S. High school teachers’ perception of AR and VR in English language teaching and learning activities: A developing country perspective. Education and Information Technologies 2023;28(3):3117 View
  8. Ario M, Santoso Y, Basyari F, Edbert , Fajar M, Panggabean F, Satria T. Towards an implementation of immersive experience application for marketing and promotion through virtual exhibition. Software Impacts 2022;14:100439 View
  9. Toffolo M, Fehribach J, van Klaveren C, Cornelisz I, van Straten A, van Gelder J, Donker T, Abdelbasset W. Automated app-based augmented reality cognitive behavioral therapy for spider phobia: Study protocol for a randomized controlled trial. PLOS ONE 2022;17(7):e0271175 View
  10. Wiebe A, Kannen K, Selaskowski B, Mehren A, Thöne A, Pramme L, Blumenthal N, Li M, Asché L, Jonas S, Bey K, Schulze M, Steffens M, Pensel M, Guth M, Rohlfsen F, Ekhlas M, Lügering H, Fileccia H, Pakos J, Lux S, Philipsen A, Braun N. Virtual reality in the diagnostic and therapy for mental disorders: A systematic review. Clinical Psychology Review 2022;98:102213 View
  11. Kiss B, Birkás B, Zilahi L, Zsido A. The role of fear, disgust, and relevant experience in the assessment of stimuli associated with blood-injury-injection phobia. Heliyon 2022;8(12):e11839 View
  12. Hernandez Hernandez M, Michalak E, Choudhury N, Hewko M, Torres I, Menon M, Lam R, Chakrabarty T. Co-design of a Virtual Reality Cognitive Remediation Program for Depression (bWell-D) With Patient End Users and Clinicians: Qualitative Interview Study Among Patients and Clinicians. JMIR Serious Games 2023;11:e43904 View
  13. Schmidt F, Schürmann L, Haberkamp A. Animal eMotion, or the emotional evaluation of moving animals. Cognition and Emotion 2022;36(6):1132 View
  14. Scott H, Griffin C, Coggins W, Elberson B, Abdeldayem M, Virmani T, Larson-Prior L, Petersen E. Virtual Reality in the Neurosciences: Current Practice and Future Directions. Frontiers in Surgery 2022;8 View
  15. Wei Z, Zhang J, Huang X, Qiu H. Can gamification improve the virtual reality tourism experience? Analyzing the mediating role of tourism fatigue. Tourism Management 2023;96:104715 View
  16. Liu Z, Ren L, Xiao C, Zhang K, Demian P. Virtual Reality Aided Therapy towards Health 4.0: A Two-Decade Bibliometric Analysis. International Journal of Environmental Research and Public Health 2022;19(3):1525 View
  17. Fu Y, Hu Y, Sundstedt V. A Systematic Literature Review of Virtual, Augmented, and Mixed Reality Game Applications in Healthcare. ACM Transactions on Computing for Healthcare 2022;3(2):1 View
  18. Conn C, Patel A, Gavin J, Granda-Salazar M, Williams A, Barnes S. “Development and evaluation of perspective: counselling simulator”: a gamified tool for developing risk-assessment skills in trainee counsellors. Mental Health and Social Inclusion 2023;27(2):140 View
  19. Wechsler T, Kocur M, Schumacher S, Rubenbauer M, Ruider A, Brockelmann M, Lankes M, Wolff C, Mühlberger A. Looking fear in the eye: Gamified virtual reality exposure towards spiders for children using attention based feedback. Clinical Child Psychology and Psychiatry 2024;29(3):1121 View
  20. Kahlon S, Lindner P, Nordgreen T. Gamified virtual reality exposure therapy for adolescents with public speaking anxiety: a four-armed randomized controlled trial. Frontiers in Virtual Reality 2023;4 View
  21. Martins S, Vairinhos M. Ludic and Narrative Immersion in Virtual Reality Exposure Therapy to Animal Phobias: A Systematic Literature Review. Virtual Worlds 2023;2(4):303 View
  22. Usta E, Inozu M. The use of serious games in psychological interventions for anxiety disorders and related psychopathologies: a systematic review. Current Psychology 2024;43(14):12610 View
  23. Ilioudi M, Wallström S, Steingrimsson S, Lindner P, Thunström A, Ali L. Patient experience of a virtual reality calm room in a psychiatric inpatient care setting in Sweden: a qualitative study with inpatients. BMJ Open 2023;13(12):e076285 View
  24. Khaleghi A, Narimani A, Aghaei Z, Khorrami Banaraki A, Hassani-Abharian P. A Smartphone-Gamified Virtual Reality Exposure Therapy Augmented With Biofeedback for Ailurophobia: Development and Evaluation Study. JMIR Serious Games 2024;12:e34535 View
  25. Engmark A, Nielsen C, Trærup F, Pedersen M, Poulsen M, Jandrup R, Siercke M. Virtual Reality som et socialpædagogisk støtteredskab til borgere med social angst. Sygeplejevidenskab.dk – Journal of Nursing Research & Professional Knowledge 2024 View
  26. Morin A, Grondin S. Mindfulness and time perception: A systematic integrative review. Neuroscience & Biobehavioral Reviews 2024;162:105657 View
  27. Dhunnoo P, Wetzlmair L, O’Carroll V. Extended Reality Therapies for Anxiety Disorders: A Systematic Review of Patients’ and Healthcare Professionals’ Perspectives. Sci 2024;6(2):19 View
  28. Yalcin M, Halbig A, Fischbach M, Latoschik M. Automatic cybersickness detection by deep learning of augmented physiological data from off-the-shelf consumer-grade sensors. Frontiers in Virtual Reality 2024;5 View
  29. Gaina M, Sbarcea S, Popa B, Stefanescu B, Gaina A, Szalontay A, Bolos A, Stefanescu C. SAFEvR MentalVeRse.app: Development of a Free Immersive Virtual Reality Exposure Therapy for Acrophobia and Claustrophobia. Brain Sciences 2024;14(7):651 View

Books/Policy Documents

  1. Andersson G. Mental Health in a Digital World. View
  2. Palmquist A, Barbopoulos I, Helmefalk M. Encyclopedia of Data Science and Machine Learning. View
  3. Vargas-Bustos J, Rechy-Ramirez E. Perspectives and Considerations on the Evolution of Smart Systems. View
  4. Conn C, Patel A, Gavin J, Salazar M, Williams A, Barnes S. Proceedings of ICACTCE'23 — The International Conference on Advances in Communication Technology and Computer Engineering. View