arXivDaily arXiv每日学术速递 周一至周五更新
arXiv 2201.05738cs.HC
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英文名称:Serious Games for Phobia

A Review on Serious Games for Phobia

Sha Li, Peichen Yang, Rongyang Li, Fadi Farha, Jianguo Ding, Per Backlund, Huansheng Ning

摘要:

恐惧症是一种广泛存在的精神疾病,严重的恐惧症会严重影响患者的日常生活。一次暴露治疗(OST)在早期曾被用于治疗恐惧症,但它有许多缺点。介绍了一种基于严肃游戏的虚拟现实暴露疗法(VRET)作为治疗恐惧症的新方法。针对目前国内外对严肃游戏恐惧症治疗的研究现状,本文从三个方面对严肃游戏恐惧症治疗进行了详细的综述。第一,不同阶段的SGPT随着技术的更新迭代,有不同的表现形式。因此,我们从设备的角度回顾了SGPT的发展历史。其次,大量的SGPT没有统一的分类框架。因此,我们根据不同类型的恐惧症,对SGPT进行了分类和梳理。最后,大多数关于SGPT的文章都从医学角度研究了严肃游戏的治疗效果,很少有人从技术角度研究严肃游戏。因此,我们从技术角度对SGPT进行了深入研究,以期为SGPT的发展提供技术指导。在此基础上,对现有技术面临的挑战进行了探讨和列举。

英文摘要:

Phobia is a widespread mental illness, and severe phobias can seriously impact patients daily lives. One-session Exposure Treatment (OST) has been used to treat phobias in the early days,but it has many disadvantages. As a new way to treat a phobia, virtual reality exposure therapy(VRET) based on serious games is introduced. There have been much researches in the field of serious games for phobia therapy (SGPT), so this paper presents a detailed review of SGPT from three perspectives. First, SGPT in different stages has different forms with the update and iteration of technology. Therefore, we reviewed the development history of SGPT from the perspective of equipment. Secondly, there is no unified classification framework for a large number of SGPT. So we classified and combed SGPT according to different types of phobias. Finally, most articles on SGPT have studied the therapeutic effects of serious games from a medical perspective, and few have studied serious games from a technical perspective. Therefore, we conducted in-depth research on SGPT from a technical perspective in order to provide technical guidance for the development of SGPT. Accordingly, the challenges facing the existing technology has been explored and listed.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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