By Brenda K. Wiederhold, Visit Amazon's Stéphane Bouchard Page, search results, Learn about Author Central, Stéphane Bouchard,
The interactive computer-generated global of digital fact has been profitable in treating phobias and different anxiety-related stipulations, partially as a result of its special advantages over conventional in vivo publicity. but many clinicians nonetheless give some thought to VR know-how because it used to be within the 1990s–bulky, high priced, technically difficult–with little wisdom of its evolution towards extra smooth, evidence-based, practice-friendly treatment.
These updates, and their medical usefulness, are the topic of Advances in digital Reality and nervousness problems, a well timed guidebook aimed at integrating up to date VR equipment into daily perform. Introductory fabric covers key digital fact innovations, presents a quick background of VR as utilized in treatment for nervousness problems, addresses the concept that of presence, and explains the unwanted side effects, referred to as cybersickness, that impact a small percent of consumers. Chapters within the book's major part aspect present recommendations and overview examine findings for utilizing VR within the remedy of:
· Panic sickness, agoraphobia, and riding phobia.
· Acrophobia and aviophobia.
· Social phobia.
· Generalized nervousness sickness and OCD.
· Plus scientific directions for setting up a VR clinic.
An in-depth framework for potent (and reasonably priced) healing ideas for entrenched difficulties, Advances in digital truth and anxiousness problems will locate an engaged viewers between psychologists, psychiatrists, social staff, and psychological healthiness counselors.eractive
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Additional info for Advances in Virtual Reality and Anxiety Disorders
New York: Basic Books. , Zhong, X. , & Renaud, P. (2004). Manipulating presence and its impact on anxiety. Cyberpsychology & Behavior, 7(3), 297–298. , Wiederhold, B. , Wiederhold, M. , & Riva, G. (2002). Panic and agoraphobia in a virtual world. Cyberpsychology & Behavior, 5(3), 197–202. , & Riva, G. (2004). Ambient intelligence in rehabilitation. In G. Riva, F. Davide, F. Vatalaro, & M. ), Ambient intelligence: The evolution of technology, communication and cognition towards the future of the human-computer interaction (pp.
Oxford: Blackwell. Walshe, D. , Lewis, E. , Kim, S. , & Wiederhold, B. K. (2003). Exploring the use of computer games and virtual reality in exposure therapy for fear of driving following a motor vehicle accident. Cyberpsychology & Behaviour, 6(3), 329–334. Wanous, J. , & Hudy, M. J. (2001). Single-item reliability: A replication and extension. Organizational Research Methods, 4(4), 361–375. Waterworth, J. , & Waterworth, E. L. (2001). Focus, locus, and sensus: The three dimensions of virtual experience.
77, italics added) is erroneous. Patients in the fourth subgroup of the Wiederhold’s classification did not become present and did not feel any anxiety in VR. Their experience suggests instead that, at least for anxiety disorders, presence should be viewed as a moderator, not a mediator. Quero and colleagues (Quero et al. 2008) treated 107 phobics with in virtuo exposure and used a regression analysis to assess the relationship between change in fear/avoidance and presence. Considering the degree of fear and avoidance as dependent variables, in both cases they obtained as a predictor variable the influence of the quality of the software in the reality judgment and presence.