Details
Original language | English |
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Title of host publication | CHI PLAY 2020 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play |
Pages | 32-45 |
Number of pages | 14 |
ISBN (electronic) | 9781450380744 |
Publication status | Published - 2 Nov 2020 |
Externally published | Yes |
Event | 7th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2020 - Virtual, Online, Canada Duration: 2 Nov 2020 → 4 Nov 2020 |
Abstract
Overcoming a range of challenges that traditional therapy faces, VRET yields great potential for the treatment of phobias such as acrophobia, the fear of heights. We investigate this potential and present playful user-generated treatment (PUT), a novel game-based approach for VRET. Based on a requirement analysis consisting of a literature review and semi-structured interviews with professional therapists, we designed and implemented the PUT concept as a two-step VR game design. To validate our approach, we conducted two studies. (1) In a study with 31 non-acrophobic subjects, we investigated the effect of content creation on player experience, motivation and height perception, and (2) in an online survey, we collected feedback from professional therapists. Both studies reveal that the PUT approach is well applicable. In particular, the analysis of the user study shows that the design phase leads to increased interest and enjoyment without notably influencing affective measures during the exposure session. Our work can help guiding researchers and practitioners at the intersection of game design and exposure therapy.
Keywords
- exposure therapy, game design, user-generated content, virtual reality
ASJC Scopus subject areas
- Computer Science(all)
- Human-Computer Interaction
Sustainable Development Goals
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CHI PLAY 2020 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play. 2020. p. 32-45.
Research output: Chapter in book/report/conference proceeding › Conference contribution › Research › peer review
}
TY - GEN
T1 - Playful User-Generated Treatment
T2 - 7th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2020
AU - Alexandrovsky, Dmitry
AU - Volkmar, Georg
AU - Spliethöver, Maximilian
AU - Finke, Stefan
AU - Herrlich, Marc
AU - Döring, Tanja
AU - Smeddinck, Jan David
AU - Malaka, Rainer
N1 - Funding Information: This project was partially funded by the project Scalable Pervasive Health Environments of the German Research Foundation (DFG) as part of the SPP 2199. Publisher Copyright: © 2020 ACM.
PY - 2020/11/2
Y1 - 2020/11/2
N2 - Overcoming a range of challenges that traditional therapy faces, VRET yields great potential for the treatment of phobias such as acrophobia, the fear of heights. We investigate this potential and present playful user-generated treatment (PUT), a novel game-based approach for VRET. Based on a requirement analysis consisting of a literature review and semi-structured interviews with professional therapists, we designed and implemented the PUT concept as a two-step VR game design. To validate our approach, we conducted two studies. (1) In a study with 31 non-acrophobic subjects, we investigated the effect of content creation on player experience, motivation and height perception, and (2) in an online survey, we collected feedback from professional therapists. Both studies reveal that the PUT approach is well applicable. In particular, the analysis of the user study shows that the design phase leads to increased interest and enjoyment without notably influencing affective measures during the exposure session. Our work can help guiding researchers and practitioners at the intersection of game design and exposure therapy.
AB - Overcoming a range of challenges that traditional therapy faces, VRET yields great potential for the treatment of phobias such as acrophobia, the fear of heights. We investigate this potential and present playful user-generated treatment (PUT), a novel game-based approach for VRET. Based on a requirement analysis consisting of a literature review and semi-structured interviews with professional therapists, we designed and implemented the PUT concept as a two-step VR game design. To validate our approach, we conducted two studies. (1) In a study with 31 non-acrophobic subjects, we investigated the effect of content creation on player experience, motivation and height perception, and (2) in an online survey, we collected feedback from professional therapists. Both studies reveal that the PUT approach is well applicable. In particular, the analysis of the user study shows that the design phase leads to increased interest and enjoyment without notably influencing affective measures during the exposure session. Our work can help guiding researchers and practitioners at the intersection of game design and exposure therapy.
KW - exposure therapy
KW - game design
KW - user-generated content
KW - virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85096780745&partnerID=8YFLogxK
U2 - 10.1145/3410404.3414222
DO - 10.1145/3410404.3414222
M3 - Conference contribution
AN - SCOPUS:85096780745
SP - 32
EP - 45
BT - CHI PLAY 2020 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play
Y2 - 2 November 2020 through 4 November 2020
ER -