SAFEvR MentalVeRse.app: Development of a Free Immersive Virtual Reality Exposure Therapy for Acrophobia and Claustrophobia
Abstract
:1. Introduction
1.1. Background
1.2. State-of-the-Art Virtual Reality Exposure Therapy (VRET)
1.3. Current Limitations of VRET Mental Health Uptake State
1.4. Objectives
What is the shortest path towards building a safe, adaptive-gamified, freely accessible virtual reality exposure therapy application for acrophobia and claustrophobia?
- First objective: Heuristically design a conceptual framework and translate it to a safe self-exposure VRET application product for treating acrophobia and claustrophobia;
- Second objective: Further incorporate the principles of adaptive gamification and personalized psychotherapeutic prompts to enhance iVR application user engagement;
- Third objective: Assess SAFEvR’s efficacy in reducing acrophobia and claustrophobia symptoms through Delphi transdisciplinary heuristic workshops, gathering expert feedback while emphasizing user safety;
- Fourth objective: Deploy the SAFEvR ACT MentalVerse.app on the MentalVerse.app platform to make it accessible and scalable.
2. Materials and Methods
2.1. Transdisciplinary Bioethicists–Mental Health–Tech Development Approach
2.2. Conceptualization of the SAFEvR ACT Framework
2.3. State-of-the-Art Perspective Regarding Existing VRET Limitations
3. Results
4. Discussions
4.1. Neurologist VRISE Mitigation Heuristics
4.2. Integrated Phobia Psychometric Questionnaires
4.3. Smartphone-Delivered iVR Limitations That Motivated Cross-Platform HMD Availability
4.4. Addressing Self-Discrepancy and Neuroticism Vulnerabilities in VRET
4.5. Rational Emotive Behavior Therapy Paradigm-Derived Contextually Triggered Audio Guidance
4.6. Personalised Challenges in Therapeutic VRET and the Role of Gamification
4.7. Limitations
4.8. Future Directions
5. Conclusions
6. Patents
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Role | Responsibilities |
---|---|
Two senior psychiatrists and bioethicists within The ”Socola” Institute of Psychiatry—the president and secretary of the Research Ethics Committee | Provide insights on ethical and safety issues, develop informed consent and emergency protocols, integrate access to professional help; |
One psychiatrist, psychotherapist, and iVR researcher | Balances therapeutic efficacy with gamification and ensures engaging user experience (ThinkThank developer); |
Four principal psychologists and psychotherapists at the Association of Integrative Psychotherapy and Clinical Psychology | Offer psychotherapeutic input for therapeutic desensitization and phobia exposure viability testing (ThinkThank developer); |
One software developer and user interface designer | Enhances app usability and accessibility, ensures easy navigation for all users (ThinkThank developer); |
One iVR Unity App Tech lead developer | Integrates framework suggestions into app updates and maintains technical soundness (ThinkThank developer); |
One Neurologist, researcher | Adverse events’ mitigation, such as cybersickness/photosensitivity, aimed at minimizing iVR discomfort |
Principles: Broad Themes | Sub-Themes: Foundational Components | Iterative Improvements’ Specific Focus | Description of Iterative Improvements in the Manner of Implementation within the Application |
---|---|---|---|
Safety | Non-maleficence | Psychological safety | Ensure the app avoids physical and emotional harm and supports a sense of psychological safety, where users feel secure exploring and confronting their fears without judgment. |
Beneficence | Active benefit enhancement | Actively engage users in their therapeutic journey with personalized feedback loops highlighting progress, reinforcing achievements, and personalizing the journey. | |
Confidentiality and privacy measures | Advanced data protection | Implement state-of-the-art encryption and anonymization techniques to ensure data protection beyond standard requirements. Offer users control over their data. | |
Adaptive (gamification) | Personalization of treatment | Dynamic adjustment | Incorporate contextually triggered audio prompts to dynamically adjust real-time scenarios based on user responses, optimizing the therapeutic experience. |
Cultural sensitivity | Inclusive design | To make the app accessible and relevant worldwide, design it with a global perspective, including diverse cultural contexts, languages, and societal norms. | |
User experience design | Immersive storytelling | Use narrative-driven scenarios, which increase engagement by placing the user in a story, making the therapeutic process more relatable and compelling. | |
Usability | Intuitive interaction | Leverage advanced UX(User Experience)/UI (User Interface) principles to ensure that even users with minimal digital literacy can navigate the app effectively. Use natural gestures and voice commands for interaction. | |
Freely available and accessible Exposure | Evidence-based practice | Continuous learning system favoring iterative improvements | Integrate a system within the app that gathers feedback from aggregated, anonymized user data to improve therapeutic protocols and effectiveness over time. |
Autonomy in VRET apps | Empowered decision making | Give users more control over their therapy, including customizing the content, intensity, and duration of sessions. | |
Distributive justice | Universal access | Ensure the app is free, optimized for low-bandwidth environments, and available on multiple platforms, including affordable iVR headsets such as Oculus Quest 2 HMD. |
Safety—Ethical | Adaptive Gamification | Free (Accessible User Interface Design) | Psychotherapeutic Exposure |
---|---|---|---|
Informed consent as a treatment framework strategy [75] | Considering the impact of high-stress simulations on well-being [76] | Informed consent within the interface [77] | Personalization and adaptability [78,79] |
Mitigating the risk of traumatizing or re-traumatizing participants [76]s | Personalization of the parameters of the therapy [80] | User autonomy [49,50,81] | Privacy compared to in vivo exposure Personalized plan specific for the client [79] |
Moral and legal accountability [65,71] Data sovereignty [74] | Technological and ethical barriers [82] | Evidence-based design [78,79] | Psychotherapy Vr integration Autonomy Self-diagnosis Self-treatment Expectation bias [82] |
User safety Professional oversight Accessibility [77,79,83,84] | Agency Trust Presence User-centered approach [85] | Transparency, usability, and trustworthiness through design [45,86] | iVR safe-check framework predictable pitfalls [87] |
Privacy confidentiality [77,79,82] | VR-check framework also evaluates user motivation [87] | Intuitive application interfaces are usable without guidance [88] | Representation of the self in virtual environments [80] |
Category | Consideration | Description |
---|---|---|
Interface design | Clarity and simplicity | Ensure the iVR VR interface is straightforward, with clear instructions and an intuitive layout. |
Accessibility | Incorporate features like adjustable text size, contrast settings, and audio cues to accommodate diverse user needs. | |
User interaction | Responsive controls | Controls should be responsive and easy to manage, especially under stress. |
Feedback systems | Implement immediate feedback through visual, auditory, or haptic cues to guide and reassure users. | |
Customization | Adaptive difficulty | Adjust the intensity of exposure based on real-time feedback and physiological indicators to keep therapy within comfortable limits. |
Personalization | Allow users to personalize settings like environmental details and types of stimuli. | |
Therapeutic alignment | Progress tracking | Features to monitor user progress over sessions should be integrated, helping to adjust therapy as needed. |
Evidence-based design | The therapy scenarios should be designed based on clinical research to ensure effectiveness. | |
User education | Guidance and support | Provide in-app educational resources about the contextual therapy process and suggest anxiety management tips. |
Real-time assistance | Offer voice prompts or real-time human voice audio support that is accessible during therapy sessions to aid users contextually. | |
User satisfaction | Engagement features | Integrate elements like gamification and rewards to motivate and engage users. |
Community integration | Enable features that connect users with peers to foster support networks and reduce feelings of isolation. |
Ethical Principle | Description |
---|---|
Informed consent | Before VRET, participants must be fully informed about the therapy’s nature, risks, benefits, and rights within the virtual environment [90] |
Confidentiality and privacy | Patient data and interactions within the virtual environment must be secure and protected to maintain trust and confidentiality [82]. |
Beneficence and Non-maleficence | Practitioners must ensure iVR interventions benefit patients and minimize harm, including monitoring for adverse effects such as VR-induced symptoms and effects (VRISE) [91,92,93,94]. |
Autonomy and respect | Participants should have the autonomy to make informed choices about their treatment, including options for customization and control [34,95]. |
Ethical review | To address potential ethical concerns, a thorough ethical review of VRET protocols and interventions should be conducted [82]. |
Cultural sensitivity | Virtual environments and exposure scenarios should be adapted to be culturally sensitive and respectful [96]. |
Continuous monitoring and feedback | It is crucial to monitor participant’s progress regularly, collect feedback, and adapt protocols based on responses [97,98,99] |
Cybersickness mitigation | DotEffect Prefab and Singlenose from GingerVr integration [100] |
Data security | User data and interactions within the iVR environment must be secured [97] |
Visual height intolerance questionnaire (quantitative data) | Integration within the application—possibility to measure progress [101] |
Emojigrid (qualitative data) | Adding the possibility of reporting the affective impact of exposure [102] |
Weightless, Marconi Union | This soundtrack proved to lower anxiety by 65%, comparable to therapeutic massage—therefore, a licensed version was introduced as an option to anchor the user within a therapeutic environment [103,104,105]. |
Aspect | Implementation Detail | Safety | Adaptive Gamification | Accessibility/ Usability | Exposure Psychotherapy Integration |
---|---|---|---|---|---|
Scoring System | The scoring system manages multiple games, allowing users to select levels from a menu. Users activate games by interacting with a green terminal. A red terminal is available to stop the game and save scores. The system uses abstract GameBase class methods for flexibility. | Ethical compliance and risk minimization are ensured by providing clear instructions and safety exits in the iVR environment. Users can stop the game anytime for safety, with non-saved scores as a precaution against distress. | Scores adapt based on user actions and performance, ensuring personalized challenges. Unique gems and “look down” areas adjust based on user progression, balancing engagement with therapeutic exposure levels. | Menu and terminal interfaces are designed for straightforward navigation, enhancing user comfort and interaction with the game mechanics. Force-stop options ensure user control over the experience, improving usability. | Games integrate exposure therapy techniques, like “LookDownGame” for acrophobia and “RoomShrinkingGame” for claustrophobia, providing controlled exposure in a gamified context. Tutorials were added for user guidance and therapeutic efficacy. The user behavior triggers rational emotive behavioral therapy-derived narrative audio prompts |
Gem Collecting Game | Spawns blue gems guiding users towards an objective, with unique gems offering higher points based on color intensity. The game encourages exploration and interaction within the iVR environment. | Safety mechanisms ensure the exploration does not induce excessive discomfort or risk, with clear pathways and escape options. | The game dynamically introduces unique gems based on user progress, adapting the challenge to maintain engagement and therapeutic goals. | Accessible design features ensure that users with varying levels of iVR familiarity can engage with the game, and tutorials are provided for guidance. | Synergistically facilitates therapeutic exposure by motivating distractibility while immersing in the exploration through interaction with the environment within controlled parameters. |
Look Down Game | Utilizes signs to demarcate "look down" areas, rewarding or deducting points based on the user’s gaze direction. It employs ray casts to detect gaze direction, optimizing it for when users look down. | It incorporates feedback mechanisms to mitigate adverse events, such as point deduction for avoiding therapeutic views and ensuring safety while promoting exposure therapy principles. | The challenge is adapted based on the user’s ability to confront fear-inducing views, offering points as immediate, adaptive feedback for therapeutic actions. | It is designed to be intuitive, with signs indicating interactive areas and the consequences of actions, enhancing the user’s ability to navigate and understand game mechanics. | It directly integrates exposure therapy by rewarding users for confronting fear-inducing stimuli and making real-time adjustments to ensure a therapeutic level of challenge. |
Room Shrinking Game | Targets claustrophobia by simulating enclosing walls. Points are awarded as walls close in, with a pause option for user control. Incorporates a “NoWallPeeking” script to prevent cheating. | Ethical considerations include a pause feature for user comfort and control and safety scripts like “NoWallPeeking” to ensure users remain within therapeutic boundaries. | The game’s pace and wall movement adapt to user performance and comfort level, offering a personalized therapeutic challenge. | The game’s design prioritizes user comfort with clear instructions and the ability to pause, enhancing the overall usability of the exposure therapy tool. | They are designed explicitly for claustrophobia therapy, with controlled exposure to narrowing spaces and mechanisms for user control and comfort during sessions. |
VRISE | Non-Pharmacological Interventions | Pharmacological Interventions | Practical Considerations |
---|---|---|---|
Cybersickness/VIMS Symptoms: Headache Nausea Dizziness | Gradually acclimatize individuals to iVR environments, utilize anti-motion sickness techniques, and implement short, repeated iVR exposure sessions [116]. | Employ antihistamines such as dimenhydrinate, anti-nausea medications like ondansetron, and anticholinergics including scopolamine [117,118]. | Monitor and adjust the duration and intensity of iVR exposure to enhance comfort and reduce symptoms [119]. |
Temporary disorientation and nausea are specific to anxiety disorders | Apply cognitive–behavioral strategies and anxiety management techniques and establish personalized iVR exposure limits [120] | Use benzodiazepines such as lorazepam for acute anxiety management and SSRIs for long-term treatment of anxiety disorders [121,122] | Conduct careful patient selection for iVR therapy, taking preexisting anxiety disorders into account. |
Exacerbation of vestibular symptoms: vertigo, imbalance | Monitor and adjust the intensity of iVR rehabilitation exercises combined with traditional vestibular rehabilitation therapy [123]. | Administer betahistine for vertigo management and vestibular suppressants like meclizine for acute exacerbations [124] | Closely monitor symptoms, adjusting or discontinuing iVR as necessary [125]. |
Visual disturbances and sense of unreality | Ensure proper iVR headset adjustment, limit session duration, and gradually expose users to iVR settings. Visual rest and exercises may also be beneficial [126]. | Manage underlying anxiety or phobias with SSRIs or SNRIs; no specific pharmacological treatment for visual disturbances [127] | Adjust iVR technology settings and session timing for individual comfort and safety. |
Increased physiological responses: heart rate, sweating | Incorporate relaxation techniques before and after iVR sessions and monitor physiological responses to adjust therapy intensity [128]. | Use beta-blockers like propranolol for managing physiological symptoms during high-anxiety situations [129]. | Be aware of distress signs, and incorporate breaks and relaxation for well-being [130]. |
Category | Smartphone iVR Limitations | Impact on Exposure Therapy |
---|---|---|
Immersion and presence | Lower visual and audio fidelity. | Reduced immersion affects psychological and physiological responses, which are crucial for the efficacy of exposure therapy. |
Technological limitations | Inferior graphical quality due to less powerful processors Higher latency issues The narrower field of view. | Limits realism needed for effective therapy Disrupts sense of presence and can induce motion sickness Reduces peripheral vision, decreasing environmental realism. |
User control and interactivity | Limited tracking precision Less sophisticated user interfaces. | It affects the quality of interactions within the virtual environment, crucial for controlled exposure. It also restricts the ability to tailor and adjust environments dynamically. |
Safety and comfort | Generally less ergonomic Higher risk of simulator sickness. | Decreases comfort during extended sessions, which are common in therapy Increased discomfort and disorientation could exacerbate phobia symptoms. |
Clinical efficacy and application | A sufficiently immersive experience for deep therapeutic interventions may be needed, but more work is required to adapt it for controlled clinical use. | May not meet the depth of therapy required for severe phobias Therapists need more flexibility to fine-tune environments to therapy goals. |
Future directions | Potential improvements with advances in technology and content creation There is a need for more empirical research comparing outcomes. | Technological advancements could enhance the viability of smartphone iVR for exposure therapy Further studies are necessary to understand the effectiveness in clinical settings fully. |
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Gaina, M.-A.; Sbarcea, S.-V.; Popa, B.-S.; Stefanescu, B.-V.; Gaina, A.-M.; Szalontay, A.-S.; Bolos, A.; Stefanescu, C. SAFEvR MentalVeRse.app: Development of a Free Immersive Virtual Reality Exposure Therapy for Acrophobia and Claustrophobia. Brain Sci. 2024, 14, 651. https://doi.org/10.3390/brainsci14070651
Gaina M-A, Sbarcea S-V, Popa B-S, Stefanescu B-V, Gaina A-M, Szalontay A-S, 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. https://doi.org/10.3390/brainsci14070651
Chicago/Turabian StyleGaina, Marcel-Alexandru, Stefan-Vladimir Sbarcea, Bianca-Stefana Popa, Bogdan-Victor Stefanescu, Alexandra-Maria Gaina, Andreea-Silvana Szalontay, Alexandra Bolos, and Cristinel Stefanescu. 2024. "SAFEvR MentalVeRse.app: Development of a Free Immersive Virtual Reality Exposure Therapy for Acrophobia and Claustrophobia" Brain Sciences 14, no. 7: 651. https://doi.org/10.3390/brainsci14070651
APA StyleGaina, M.-A., Sbarcea, S.-V., Popa, B.-S., Stefanescu, B.-V., Gaina, A.-M., Szalontay, A.-S., Bolos, A., & Stefanescu, C. (2024). SAFEvR MentalVeRse.app: Development of a Free Immersive Virtual Reality Exposure Therapy for Acrophobia and Claustrophobia. Brain Sciences, 14(7), 651. https://doi.org/10.3390/brainsci14070651