0000000000115023

AUTHOR

Juani Bretón-lópez

Treating cockroach phobia using a serious game on a mobile phone and augmented reality exposure: A single case study

In vivo exposure has proved its efficacy in the treatment of specific phobias; however, not all patients benefit from it. Communication and information technologies such as Virtual Reality (VR) and Augmented Reality (AR) have improved exposure treatment adherence and acceptance. Serious games (SG) could also be used in order to facilitate exposure treatment. A line of research on SG is emerging which focuses on health issues. We have developed a SG for the treatment of cockroach phobia that uses a mobile phone as the application device. This work examines results of an N = 1 study about whether the use of this mobile game can facilitate treatment of this specific phobia preparing her for th…

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Virtual Reality, Augmented Reality, and In Vivo Exposure Therapy: A Preliminary Comparison of Treatment Efficacy in Small Animal Phobia

This study aggregated data from three randomized control trials to explore the differential efficacy of three forms of exposure therapy, namely, in vivo (iVET), virtual reality (VRET), and augmented reality (ARET), in the treatment of small animal phobia. Additionally, baseline patient characteristics were used to detect subgroups of patients who showed a differential response to certain treatment modalities. Primary measures were distance covered, anxiety during the behavioral avoidance test (BAT), and overall fear of small animals. A repeated-measures analysis of variance was used to explore the overall treatment effect across the exposure modalities. A cluster analysis and an analysis of…

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Treating Cockroach Phobia With Augmented Reality

In vivo exposure is the recommended treatment of choice for specific phobias; however, it demonstrates a high attrition rate and is not effective in all instances. The use of virtual reality (VR) has improved the acceptance of exposure treatments to some individuals. Augmented reality (AR) is a variation of VR wherein the user sees the real world augmented by virtual elements. The present study tests an AR system in the short (posttreatment) and long term (3, 6, and 12 months) for the treatment of cockroach phobia using a multiple baseline design across individuals (with 6 participants). The AR exposure therapy was applied using the "one-session treatment" guidelines developed by Öst, Salko…

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A Functional Magnetic Resonance Imaging Assessment of Small Animals Phobia Using Virtual Reality as a Stimulus

[EN] Background: To date, still images or videos of real animals have been used in functional magnetic resonance imaging protocols to evaluate the brain activations associated with small animals phobia. Objective: The objective of our study was to evaluate the brain activations associated with small animals phobia through the use of virtual environments. This context will have the added benefit of allowing the subject to move and interact with the environment, giving the subject the illusion of being there. Methods: We have analyzed the brain activation in a group of phobic people while they navigated in a virtual environment that included the small animals that were the object of their pho…

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