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Towards Gamified Alcohol Use Disorder Therapy in Virtual Reality: A Preliminary Usability Study

机译:对虚拟现实中的赌博酒精使用障碍治疗:初步可用性研究

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The combination of virtual reality (VR) and gamification opens up new vistas for innovative forms of therapy for alcohol use disorder (AUD) and have enormous potential to improve traditional therapy methods. In this paper, three gamified and one non-gamified AUD therapy applications for VR are introduced and evaluated. The games are based on two behavioral therapy methods, which are Cue Exposure Therapy (CET) and Approach Avoidance Training (AAT). The games are realized in the context of a virtual supermarket, which is considered as a relapse-risky environment. The aim is to help AUD patients practice avoiding alcohol first in a VR-based simulation and later in a real supermarket. In preparation for a long-term clinical study, a usability study was conducted with 13 healthy participants. The results show that the VR game was enjoyed, increased the motivation, and fewer errors were made than in the comparable non-gamified application.
机译:虚拟现实(VR)和Gamention的组合为酒精使用障碍(AUD)的创新形式进行了新的Vistas,并且具有改善传统治疗方法的巨大潜力。在本文中,引入和评估了三种赌博和一个非游戏AUD治疗应用。奥运会基于两种行为治疗方法,这是提示暴露治疗(CET)和方法避免训练(AAT)。在虚拟超市的上下文中实现了游戏,被认为是复发风险的环境。目的是帮助AUD患者在基于VR的模拟中首先避免酒精,后来在真正的超市。在准备长期临床研究中,用13名健康参与者进行可用性研究。结果表明,VR游戏被享受,增加了动机,而不是比较的非游戏应用程序所做的误差。

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