A Virtual Reality Game as a Tool for Psychotherapy With OCD Patients

André Torrão, João Natário, P. Carvalho, Cláudia M. Silva, Frutuoso G. M. Silva
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Abstract

The treatment of several types of obsessions/compulsions for people with Obsessive-Compulsive Disorders (OCD) can be done using virtual environments (VE). These people experience intrusive, unwanted thoughts that cause anxiety, which trigger intentional repetitive behaviors to decrease their anxiety. The advantage of using a VE to experience and challenge compulsions is that it allows the user to take the risk without taking a real risk as in digital games. This article presents a virtual reality serious game for OCD therapy, which will serve as a tool to expose the patients to stimuli that can trigger OCD symptoms, for example, tidying, cleaning, and checking. The game is more oriented for adolescents and younger adults because OCD usually starts to affect teenagers, accompanying them throughout adulthood, generating a very accentuated degree of disability in all areas of their lives. Despite Covid-19, a small group of specialists did a preliminary evaluation of the game, which has provided promising results on the feasibility of VR interventions for OCD in clinical practice.
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虚拟现实游戏作为强迫症患者心理治疗的工具
对强迫症(OCD)患者的几种类型的强迫/强迫的治疗可以使用虚拟环境(VE)完成。这些人会经历侵入性的、不想要的想法,这些想法会导致焦虑,从而引发有意的重复行为,以减少他们的焦虑。使用VE体验和挑战强迫行为的优势在于,它允许用户在不像数字游戏那样真正冒险的情况下承担风险。这篇文章介绍了一个用于强迫症治疗的虚拟现实严肃游戏,它将作为一种工具,使患者暴露于可以触发强迫症症状的刺激,例如,整理,清洁和检查。这款游戏更适合青少年和年轻人,因为强迫症通常开始影响青少年,伴随他们整个成年期,在他们生活的各个领域产生非常严重的残疾程度。尽管新冠肺炎疫情,一小群专家对这款游戏进行了初步评估,并在临床实践中为VR干预强迫症的可行性提供了有希望的结果。
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