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Smart Objects and Technologies for Social Good. Third International Conference, GOODTECHS 2017, Pisa, Italy, November 29-30, 2017, Proceedings

Research Article

Theorizing Gamified Virtual Reality Approach to Overcome Fear of Height

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  • @INPROCEEDINGS{10.1007/978-3-319-76111-4_18,
        author={Imran Khaliq and Jc Fowles and Callan Moore},
        title={Theorizing Gamified Virtual Reality Approach to Overcome Fear of Height},
        proceedings={Smart Objects and Technologies for Social Good. Third International Conference, GOODTECHS 2017, Pisa, Italy, November 29-30, 2017, Proceedings},
        proceedings_a={GOODTECHS},
        year={2018},
        month={3},
        keywords={Acrophobia Fear of height Gamification Treatment Virtual reality},
        doi={10.1007/978-3-319-76111-4_18}
    }
    
  • Imran Khaliq
    Jc Fowles
    Callan Moore
    Year: 2018
    Theorizing Gamified Virtual Reality Approach to Overcome Fear of Height
    GOODTECHS
    Springer
    DOI: 10.1007/978-3-319-76111-4_18
Imran Khaliq1,*, Jc Fowles1,*, Callan Moore1,*
  • 1: Media Design School
*Contact email: imran.khaliq@mediadesignschool.com, jc.fowles@mediadesign.school.nz, callan.moore@mediadesign.school.nz

Abstract

The use of virtual reality as a form of exposure therapy for people who suffer from acrophobia (fear of height) has been proved and tested by multiple studies. In this paper, we initiate gamified virtual reality approach to overcome fear of height by providing a design implementation theory. We call this theory High Engagement and Low Intensity-Low Engagement and High Intensity. This theory adds a gamified element to the virtual environment. The idea here is to have game engagement at its highest and intensity of the acrophobia at its minimum in the virtual environment at the start of the treatment. As the treatment progresses, the engagement in the game starts decreasing and the intensity of the phobia starts increasing. The implementation provides two parameters (engagement and intensity) that could be adjusted independently according to the patient needs. We also evaluate the base of our theory through a pilot study.

Keywords
Acrophobia Fear of height Gamification Treatment Virtual reality
Published
2018-03-08
Appears in
SpringerLink
http://dx.doi.org/10.1007/978-3-319-76111-4_18
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