Using Virtual Reality Exposure Therapy in the Treatment of Phobia Amy Dunn, Gemma Hunt, Caroline Osborn and Phil Sequeira Phobias • Phobias are irrational fears of nonthreatening stimuli, involving physiological and cognitive stress • Phobias are traditionally treated using exposure therapy or systematic desensitisation (Wolpe, 1958) • Repeated exposure to phobic stimulus + relaxation techniques + components of CBT = gradually minimised phobic anxiety • BUT provision of exposure can present some serious challenges… Controversies • Safety issues - confronting fear in real situations (Newman and Adams, 2004) • Ethical considerations/client confidentiality issues resulting from realworld context (Davidson and Smith, 2003) • VR exposure therapy attempts to overcome these problems VR Exposure Therapy • Virtual reality exposure therapy (VRET) relates to the use of virtual environments (VEs) as a tool for the graded exposure to a phobic stimulus • VRET is not a new therapeutic system, but a tool for use in established methods •e.g. systematic desensitisation and cognitive-behavioural therapies (CBTs) • The use of VR in the treatment of phobia can offer increased control and containment of therapy (Klinger et al., 2005) Controversies in VRET • Cost • Presence and immersion – The “feeling of being in an environment even if one is not physically present” (Robillard et al., 2003:468) • Cyber-sickness – “a kind of motion sickness induced by discrepancies between visual, vestibular and proprioceptive information” (Robillard et al., 2003:468) • Transferability of skills • Effectiveness in inducing enough anxiety to treat phobias (Krijn et al., 2003) The Virtual Reality Suite • The VR theatre is designed to display large stereoscopic virtual imagery to a seated audience • This is achieved using three separate projected displays, which are blended together to create one “seamless” image • The projectors and a rack containing all the image generators are located behind the screen in the projection room Case Study • Anxiety and Presence during VR Immersion: A Comparative Study of the Reactions of Phobic and Nonphobic Participants in Therapeutic Virtual Environments Derived From Computer Games (TVEDGs) • Robillard, Bouchard, Fournier and Renaud (2003) Aims and Rationale • TVEDGS • VEs created using standard computer games, which cost less than $50 and are compatible with PCs • Can be modified by users with little computing experience • Graphic quality is often superior • Aims • Do TVEDGs evoke appropriate phobic reaction? • To assess the impact of simulator-sickness and sense of presence Method • Sample – 13 phobic participants and 13 non-phobic participants, matched for age and gender – Phobias were arachnophobia, acrophobia and claustrophobia • Procedure – 5 minutes to familiarise with VE and equipment (HMD, tracker and game-pad) without phobic stimuli – 20 minute session with phobic stimuli: both phobic and non-phobic participants experience the same phobic cues and are encouraged to interact with them – Verbal reports regarding anxiety, immersion and cybersickness given throughout and assessed by questionnaire at the end The Virtual Environments • Virtual environment for phobia of spiders Version 2 (developed from Max Payne™) The Virtual Environments • Virtual environment for phobia of heights Version 2 (developed from Max Payne™) The Virtual Environments • Virtual environment for claustrophobia Version 1 (developed from Unreal Tournament™) Results • Pre-exposure: • Phobic participants had significantly higher levels of anxiety and a higher propensity to immerse • During exposure: • All participants except one reported low anxiety in neutral VEs • Post-immersion: • Phobic participants reported greater anxiety and sense of presence • Phobic participants reported greater simulator sickness (though not significant) Discussion • Aim 1 – Can TVEDGs produce phobogenic stimuli? • Results show that anxiety was the product of VE stimuli and not VR equipment • Using TVEDGs, for a quarter of the cost of commercial VRTs, therapists can provide an equivalent level of treatment • Aim 2 – What is the impact of simulatorsickness? • Results suggest that simulator-sickness has no impact on phobogenic efficacy • Adaptation effects – Regan, 1995 Discussion • Aim 2 – What is the impact of presence? • Anxiety was importantly related to sense of presence • Group differences show that it was phobic participants who had a greater tendency to immerse • Correlations and regressions show that anxiety and presence were the most highly correlated variables and most predictive of each other • These findings support a synergistic relationship but the underlying reasons remain unclear Conclusions of the Study • Firstly, phobogenic effectiveness of the inexpensive software used, shows that VR technology is now sufficiently advanced for VRET to move into the clinical mainstream • Secondly, the findings demonstrate that highcosts, issues relating to immersion, and sideeffects such as cyber-sickness, need not remain barriers to effectiveness in the use of VEs to treat phobia Remaining Issues • Verbal reports • Impact on immersion • Demand characteristics • Retrospective questionnaire • Accuracy of recall • Transferability of skills • Standardised environments – Individual differences? • Testing software efficacy/testing therapeutic efficacy Thank you for listening Any Questions? References • Davidson, J., and Smith, M. (2003). Biophobias/technophilias: Virtual reality exposure as treatment for phobias of nature. Sociology of Health and Illness, 25(6), 644-661. • King, N.J., Muris, P., and Ollendick, T.H. (2005). Childhood fears and phobias: Assessment and treatment. Child and Adolescent Mental Health, 10(2), 50-56. • Klinger, E., Bouchard, S., Legeron, P., Roy, S., Lauer, F., Chemin, I., and Nugues, P. (2005). Virtual reality therapy Vs cognitive behaviour therapy for social phobia: A preliminary controlled study. Cyberpsychology and Behaviour, 8(1), 7688. • Krijn, M., Emmelkamp, P.M.G., Biemond, R., de Wilde de Ligny, C., Shuemie, M.J., and van der Mast, C.A.P.G. (2003). Treatment of acrophobia in virtual reality: The role of immersion and presence. Behaviour Research and Therapy, 42, 229-239. References • Newman, C., and Adams, K. (2004). Dog gone good: Managing dog phobia in a teenage boy with a learning disability. British Journal of Learning Disabilities, 32, 35-38. • Regan, E.C. (1995). Some evidence of adaptation to immersion in virtual reality. Displays, 16(3), 135-139. • Robillard, G., Bouchard, S., Fournier, T., and Renaud, P. (2003). Anxiety and presence during VR immersion: A comparative study of the reactions of phobic and nonphobic participants in therapeutic virtual environments derived from computer games. Cyberpsychology and Behaviour, 6(5), 467-476. • Virtual environments. Retrieved May 13th 2005, from: http://www.uqo.ca/cyberpsy/index-en.html References • Davidson, J., and Smith, M. (2003). Biophobias/technophilias: Virtual reality exposure as treatment for phobias of nature. Sociology of Health and Illness, 25(6), 644-661. • King, N.J., Muris, P., and Ollendick, T.H. (2005). Childhood fears and phobias: Assessment and treatment. Child and Adolescent Mental Health, 10(2), 50-56. • Klinger, E., Bouchard, S., Legeron, P., Roy, S., Lauer, F., Chemin, I., and Nugues, P. (2005). Virtual reality therapy Vs cognitive behaviour therapy for social phobia: A preliminary controlled study. Cyberpsychology and Behaviour, 8(1), 7688. • Krijn, M., Emmelkamp, P.M.G., Biemond, R., de Wilde de Ligny, C., Shuemie, M.J., and van der Mast, C.A.P.G. (2003). Treatment of acrophobia in virtual reality: The role of immersion and presence. Behaviour Research and Therapy, 42, 229-239. References • Newman, C., and Adams, K. (2004). Dog gone good: Managing dog phobia in a teenage boy with a learning disability. British Journal of Learning Disabilities, 32, 35-38. • Regan, E.C. (1995). Some evidence of adaptation to immersion in virtual reality. Displays, 16(3), 135-139. • Robillard, G., Bouchard, S., Fournier, T., and Renaud, P. (2003). Anxiety and presence during VR immersion: A comparative study of the reactions of phobic and nonphobic participants in therapeutic virtual environments derived from computer games. Cyberpsychology and Behaviour, 6(5), 467-476. • Virtual environments. Retrieved May 13th 2005, from: http://www.uqo.ca/cyberpsy/index-en.html References • Davidson, J., and Smith, M. (2003). Biophobias/technophilias: Virtual reality exposure as treatment for phobias of nature. Sociology of Health and Illness, 25(6), 644-661. • King, N.J., Muris, P., and Ollendick, T.H. (2005). Childhood fears and phobias: Assessment and treatment. Child and Adolescent Mental Health, 10(2), 50-56. • Klinger, E., Bouchard, S., Legeron, P., Roy, S., Lauer, F., Chemin, I., and Nugues, P. (2005). Virtual reality therapy Vs cognitive behaviour therapy for social phobia: A preliminary controlled study. Cyberpsychology and Behaviour, 8(1), 7688. • Krijn, M., Emmelkamp, P.M.G., Biemond, R., de Wilde de Ligny, C., Shuemie, M.J., and van der Mast, C.A.P.G. (2003). Treatment of acrophobia in virtual reality: The role of immersion and presence. Behaviour Research and Therapy, 42, 229-239. References • Newman, C., and Adams, K. (2004). Dog gone good: Managing dog phobia in a teenage boy with a learning disability. British Journal of Learning Disabilities, 32, 35-38. • Regan, E.C. (1995). Some evidence of adaptation to immersion in virtual reality. Displays, 16(3), 135-139. • Robillard, G., Bouchard, S., Fournier, T., and Renaud, P. (2003). Anxiety and presence during VR immersion: A comparative study of the reactions of phobic and nonphobic participants in therapeutic virtual environments derived from computer games. Cyberpsychology and Behaviour, 6(5), 467-476. • Virtual environments. Retrieved May 13th 2005, from: http://www.uqo.ca/cyberpsy/index-en.html References • Davidson, J., and Smith, M. (2003). Biophobias/technophilias: Virtual reality exposure as treatment for phobias of nature. Sociology of Health and Illness, 25(6), 644-661. • King, N.J., Muris, P., and Ollendick, T.H. (2005). Childhood fears and phobias: Assessment and treatment. Child and Adolescent Mental Health, 10(2), 50-56. • Klinger, E., Bouchard, S., Legeron, P., Roy, S., Lauer, F., Chemin, I., and Nugues, P. (2005). Virtual reality therapy Vs cognitive behaviour therapy for social phobia: A preliminary controlled study. Cyberpsychology and Behaviour, 8(1), 7688. • Krijn, M., Emmelkamp, P.M.G., Biemond, R., de Wilde de Ligny, C., Shuemie, M.J., and van der Mast, C.A.P.G. (2003). Treatment of acrophobia in virtual reality: The role of immersion and presence. Behaviour Research and Therapy, 42, 229-239. References • Newman, C., and Adams, K. (2004). Dog gone good: Managing dog phobia in a teenage boy with a learning disability. British Journal of Learning Disabilities, 32, 35-38. • Regan, E.C. (1995). Some evidence of adaptation to immersion in virtual reality. Displays, 16(3), 135-139. • Robillard, G., Bouchard, S., Fournier, T., and Renaud, P. (2003). Anxiety and presence during VR immersion: A comparative study of the reactions of phobic and nonphobic participants in therapeutic virtual environments derived from computer games. Cyberpsychology and Behaviour, 6(5), 467-476. • Virtual environments. Retrieved May 13th 2005, from: http://www.uqo.ca/cyberpsy/index-en.html References • Davidson, J., and Smith, M. (2003). Biophobias/technophilias: Virtual reality exposure as treatment for phobias of nature. Sociology of Health and Illness, 25(6), 644-661. • King, N.J., Muris, P., and Ollendick, T.H. (2005). Childhood fears and phobias: Assessment and treatment. Child and Adolescent Mental Health, 10(2), 50-56. • Klinger, E., Bouchard, S., Legeron, P., Roy, S., Lauer, F., Chemin, I., and Nugues, P. (2005). Virtual reality therapy Vs cognitive behaviour therapy for social phobia: A preliminary controlled study. Cyberpsychology and Behaviour, 8(1), 7688. • Krijn, M., Emmelkamp, P.M.G., Biemond, R., de Wilde de Ligny, C., Shuemie, M.J., and van der Mast, C.A.P.G. (2003). Treatment of acrophobia in virtual reality: The role of immersion and presence. Behaviour Research and Therapy, 42, 229-239. References • Newman, C., and Adams, K. (2004). Dog gone good: Managing dog phobia in a teenage boy with a learning disability. British Journal of Learning Disabilities, 32, 35-38. • Regan, E.C. (1995). Some evidence of adaptation to immersion in virtual reality. Displays, 16(3), 135-139. • Robillard, G., Bouchard, S., Fournier, T., and Renaud, P. (2003). Anxiety and presence during VR immersion: A comparative study of the reactions of phobic and nonphobic participants in therapeutic virtual environments derived from computer games. Cyberpsychology and Behaviour, 6(5), 467-476. • Virtual environments. Retrieved May 13th 2005, from: http://www.uqo.ca/cyberpsy/index-en.html References • Davidson, J., and Smith, M. (2003). Biophobias/technophilias: Virtual reality exposure as treatment for phobias of nature. Sociology of Health and Illness, 25(6), 644-661. • King, N.J., Muris, P., and Ollendick, T.H. (2005). Childhood fears and phobias: Assessment and treatment. Child and Adolescent Mental Health, 10(2), 50-56. • Klinger, E., Bouchard, S., Legeron, P., Roy, S., Lauer, F., Chemin, I., and Nugues, P. (2005). Virtual reality therapy Vs cognitive behaviour therapy for social phobia: A preliminary controlled study. Cyberpsychology and Behaviour, 8(1), 7688. • Krijn, M., Emmelkamp, P.M.G., Biemond, R., de Wilde de Ligny, C., Shuemie, M.J., and van der Mast, C.A.P.G. (2003). Treatment of acrophobia in virtual reality: The role of immersion and presence. Behaviour Research and Therapy, 42, 229-239. References • Newman, C., and Adams, K. (2004). Dog gone good: Managing dog phobia in a teenage boy with a learning disability. British Journal of Learning Disabilities, 32, 35-38. • Regan, E.C. (1995). Some evidence of adaptation to immersion in virtual reality. Displays, 16(3), 135-139. • Robillard, G., Bouchard, S., Fournier, T., and Renaud, P. (2003). Anxiety and presence during VR immersion: A comparative study of the reactions of phobic and nonphobic participants in therapeutic virtual environments derived from computer games. Cyberpsychology and Behaviour, 6(5), 467-476. • Virtual environments. Retrieved May 13th 2005, from: http://www.uqo.ca/cyberpsy/index-en.html