Interactivity, Game Creation, Design, Learning, and Innovation. 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings

Research Article

A Serious Game for Hemophobia Treatment Phobos: First Insights

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  • @INPROCEEDINGS{10.1007/978-3-030-06134-0_27,
        author={Jo\"{a}o Petersen and V\^{\i}tor Carvalho and Jo\"{a}o Oliveira and Eva Oliveira},
        title={A Serious Game for Hemophobia Treatment Phobos: First Insights},
        proceedings={Interactivity, Game Creation, Design, Learning, and Innovation. 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24--26, 2018, Proceedings},
        proceedings_a={ARTSIT \& DLI},
        year={2019},
        month={1},
        keywords={Serious game Development process Programming Game development Hemophobia},
        doi={10.1007/978-3-030-06134-0_27}
    }
    
  • João Petersen
    Vítor Carvalho
    João Oliveira
    Eva Oliveira
    Year: 2019
    A Serious Game for Hemophobia Treatment Phobos: First Insights
    ARTSIT & DLI
    Springer
    DOI: 10.1007/978-3-030-06134-0_27
João Petersen1,*, Vítor Carvalho,*, João Oliveira2,*, Eva Oliveira1,*
  • 1: 2Ai Laboratory – School of Technology, IPCA
  • 2: University of Minho
*Contact email: a13996@alunos.ipca.pt, vcarvalho@ipca.pt, jtoliveira@psi.uminho.pt, eoliveira@ipca.pt

Abstract

This paper addresses the development process of a serious game - PHOBOS - for hemophobia treatment. Hemophobia, also known as blood phobia, is the fear of blood, wounds, injuries, amongst others. The game addresses the issue through applied-tension exercise combined with exposure therapy on a virtual reality environment. One of the main challenges was to design a game that reconciliate in a balanced way an immersive narrative and plot with the treatment of a phobia that causes great tensions and find the best mechanics to allow a gradual exposure to blood. Artistically we wanted to create the more realistic environment possible, in tune with the sound design. This process was done with the help of a team of psychologists that in conjunction with the team of game developers created a plot that helps the player to adjust his discomfort and challenge himself in his path to deal with this phobia. We present an early stage development process of a virtual reality phobia game, from the brainstorming concept of the game to the development to the first prototype with its requirements and hardware used.