Virtual Reality (VR) is a valuable tool for exposure therapy, allowing individuals with specific phobias to confront their fears in a controlled and immersive environment. This pilot study is part of a broader project that developed a VR application designed to assist in the treatment of fear of flying within Cognitive Behavioral Therapy (CBT) sessions. Participants assume the role of Aurora, following her journey from trip planning to airplane takeoff through a narrative-driven, checkpoint-based system. The experience takes place across three key environments, Aurora’s room, an airport, and an airplane, and is designed to align with CBT principles of gradual exposure. Using a non-phobic sample, we evaluated the application’s usability, presence, and immersion before involving phobic individuals. Results indicated high usability and a strong sense of spatial presence, though realism and interactions with non-playable characters (NPCs) were rated lower. While competence satisfaction was high, autonomy and relatedness were more limited, indicating areas for improvement. Future iterations should focus on refining overall engagement, enhancing NPC interactions, and improving environmental realism, while considering mobile VR’s technical constraints. While some adjustments are necessary, this version provides a solid foundation for further research with phobic individuals, allowing us to proceed with evaluating its therapeutic effectiveness.

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Evaluating Usability and Immersion in a Virtual Reality Game for Fear of Flying: A Pilot Study with a Non-phobic Sample

  • Silvino Martins,
  • Mário Vairinhos,
  • Sandra Soares,
  • Ana Félix,
  • Carolina Araújo,
  • Filipa Diniz

摘要

Virtual Reality (VR) is a valuable tool for exposure therapy, allowing individuals with specific phobias to confront their fears in a controlled and immersive environment. This pilot study is part of a broader project that developed a VR application designed to assist in the treatment of fear of flying within Cognitive Behavioral Therapy (CBT) sessions. Participants assume the role of Aurora, following her journey from trip planning to airplane takeoff through a narrative-driven, checkpoint-based system. The experience takes place across three key environments, Aurora’s room, an airport, and an airplane, and is designed to align with CBT principles of gradual exposure. Using a non-phobic sample, we evaluated the application’s usability, presence, and immersion before involving phobic individuals. Results indicated high usability and a strong sense of spatial presence, though realism and interactions with non-playable characters (NPCs) were rated lower. While competence satisfaction was high, autonomy and relatedness were more limited, indicating areas for improvement. Future iterations should focus on refining overall engagement, enhancing NPC interactions, and improving environmental realism, while considering mobile VR’s technical constraints. While some adjustments are necessary, this version provides a solid foundation for further research with phobic individuals, allowing us to proceed with evaluating its therapeutic effectiveness.