The chapter explores the use of a virtual reality (VR) pitch simulator (PS) developed by authors of this chapter at University of Inland Norway (INN) for the purpose of training our bachelor’s degree students in game development and simulation. The simulator is designed to improve pitching skills by creating a virtual environment that mimics the stress and emotional challenges found in actual presentations. This allows users to practice and improve their skills in a controlled setting. It incorporates elements of exposure therapy, using VR’s immersive capabilities to help users manage anxiety related to public speaking. Utilizing a mixed-method approach, including surveys and interviews, the effectiveness of the simulator is assessed. Results suggest the simulator’s success in providing a safe, realistic environment for pitch practice, improving skills, and alleviating stage fright. The findings underscore VR’s potential in workplace training and higher education, emphasizing the role of audiovisual feedback in enhancing the VR simulation experience but also the need for further research on VR’s audiovisual design, particularly in exposure therapy contexts.

错误:搜索内容不能为空,请输入英文关键词
错误:关键词超出字数限制,请精简
高级检索

Pitch Me One More Time: Using Virtual Reality to Overcome Stage Fright in Pitching

  • Håvard Andreas Vibeto,
  • Sanu Vamanchery Mana,
  • Meisam Taheri

摘要

The chapter explores the use of a virtual reality (VR) pitch simulator (PS) developed by authors of this chapter at University of Inland Norway (INN) for the purpose of training our bachelor’s degree students in game development and simulation. The simulator is designed to improve pitching skills by creating a virtual environment that mimics the stress and emotional challenges found in actual presentations. This allows users to practice and improve their skills in a controlled setting. It incorporates elements of exposure therapy, using VR’s immersive capabilities to help users manage anxiety related to public speaking. Utilizing a mixed-method approach, including surveys and interviews, the effectiveness of the simulator is assessed. Results suggest the simulator’s success in providing a safe, realistic environment for pitch practice, improving skills, and alleviating stage fright. The findings underscore VR’s potential in workplace training and higher education, emphasizing the role of audiovisual feedback in enhancing the VR simulation experience but also the need for further research on VR’s audiovisual design, particularly in exposure therapy contexts.