Virtual Reality and Gamified Applications as Therapeutic Tools in Mental Health

A special issue of Brain Sciences (ISSN 2076-3425). This special issue belongs to the section "Neuropsychology".

Deadline for manuscript submissions: closed (20 May 2024) | Viewed by 943

Special Issue Editor


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Guest Editor
Department of Clinical Psychology and Psychotherapy, Babeș-Bolyai University, Cluj Napoca, Romania
Interests: digital mental health; cognitive behavioral therapy; clinical psychology; psychometrics; psychopathology

Special Issue Information

Dear Colleagues,

As the incidence of mental health conditions increases across the span of all age groups, innovative therapies that make use of cutting-edge technologies are needed. Virtual reality (VR) and games offer simulations for environments generated by computers, that users can interact with similarly to the real environment. VR and games environments can transform mental health treatment by being extremely flexible and automatic–creating endless simulated scenarios where patients can enter to develop their skills with relevance for mental health. Currently, VR and gamified applications are developed and have been successfully used as therapeutic tools for patients with disorders such as anxiety, depression, post-traumatic stress disorder, ADHD.

This Special Issue focuses on the advances in the field of VR and game applications for psychotherapeutic use, along with the challenges that come with using these technologies. We invite researchers to submit clinical studies, as well as systematic reviews that present quantitative analyses for the outcomes of such tools. State-of-the-art protocols, usability or assessment systems validation studies will also be considered for publication.

Prof. Dr. Oana Alexandra David
Guest Editor

Manuscript Submission Information

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Keywords

  • virtual reality therapy
  • therapeutic games
  • mental health
  • well-being

Published Papers (1 paper)

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23 pages, 374 KiB  
Article
SAFEvR MentalVeRse.app: Development of a Free Immersive Virtual Reality Exposure Therapy for Acrophobia and Claustrophobia
by Marcel-Alexandru Gaina, Stefan-Vladimir Sbarcea, Bianca-Stefana Popa, Bogdan-Victor Stefanescu, Alexandra-Maria Gaina, Andreea-Silvana Szalontay, Alexandra Bolos and Cristinel Stefanescu
Brain Sci. 2024, 14(7), 651; https://doi.org/10.3390/brainsci14070651 - 27 Jun 2024
Viewed by 515
Abstract
Background: Specific phobias impact over 400 million people worldwide. Digitalizing mental health could alleviate the burden. Still, although the corporate-driven Metaverse is expanding rapidly, there needs to be more momentum in harnessing virtual reality exposure therapy uptake. Objective: This study aims to conceptualize, [...] Read more.
Background: Specific phobias impact over 400 million people worldwide. Digitalizing mental health could alleviate the burden. Still, although the corporate-driven Metaverse is expanding rapidly, there needs to be more momentum in harnessing virtual reality exposure therapy uptake. Objective: This study aims to conceptualize, develop, and deploy a free Virtual Reality Exposure Therapy (VRET) application specifically designed for treating acrophobia and claustrophobia. This pilot study, which holds the promise of a future where mental health is more accessible and effective, explores the feasibility of leveraging transdisciplinary collaboration among specialists to create a safe, accessible, and effective VRET solution. Methods: We conducted a Delphi heuristic approach involving bioethicists, neuroscientists, and tech developers. Second, we reviewed the existing psychological theories and therapeutic strategies for addressing phobias in VR. Third, we conceptualized a thematic analysis-derived framework for a safe, adaptive-gamified free exposure to virtual reality acrophobia and claustrophobia (SAFEvR ACT). Finally, we provide an overview of the iterative improvements made during 12 workshops and 76 weekly briefings on developmental implementations. Results: We developed the SAFEvR ACT into a proof-of-concept application freely deployed on the MentalVerse app platform. Our safety-focused approach can benefit from prevalidation perspectives within future randomized control trials. Conclusions: The resulting application derived from the SAFEvR ACT framework represents a blueprint to counter the current lack of iVR mental health uptake by offering a free VRET alternative. Future research should aim towards developing similar free platforms to lessen mental health burdens and gather quantitative data. We conclude with a call to action to researchers to fine-tune our current approach and take a stand for free digital mental health within MentalVeRse.app. Full article
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