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Literature Review » History » Revision 3

Revision 2 (Gunnar Húni Björnsson, 2016-06-08 13:10) → Revision 3/10 (Gunnar Húni Björnsson, 2016-06-08 13:42)

h1. Literature Review 

 Fear is a natural physiological reaction to endangering stimuli and serves a critical function in responses necessary for survival (Fendt & Fanselow, 1999). However, when a person is inflicted with a specific phobia, this reaction is elicited to a disproportionate amount, or even by a completely innocuous stimulus, and may thus cause significant distress and difficulty (Davey, 2014). Multiple forms of treatment are available for those diagnosed with specific phobias (Choy, Fyer, & Lipsitz, 2007), but one of the more recent ones is the focus of this review: Exposure therapy through virtual reality (VR). 
	 The literature on this form of exposure therapy is fairly expansive, but still very limited considering how many types of specific phobias there are (Parsons & Rizzo, 2008). Most studies have focused on one of five types of phobias: Acrophobia, agoraphobia, arachnophobia, aviophobia, and social phobia. However, two of those five (agoraphobia and social phobia) are not considered specific phobias in DSM-5 (American Psychiatric Association, 2013) but rather separate mental disorders. 
	 Research on treatments using exposure through VR overall show a positive outcome (Parsons & Rizzo, 2008). Studies on acrophobia reveal that VR exposure is just as effective as in vivo exposure (P. M. G Emmelkamp et al., 2002; Paul M. G. Emmelkamp, Bruynzeel, Drost, & van der Mast, 2001; Krijn et al., 2004) and in some instances even more effective (Paul M. G. Emmelkamp et al., 2001), which may in part be due to some people saying that VR exposure evokes more fear than in vivo exposure (Jang et al., 2002). This also applies to studies on aviophobia, with VR exposure as effective as in vivo exposure both immediately following treatment and at follow-up (Rothbaum et al., 2006; Rothbaum, Hodges, Smith, Lee, & Price, 2000). Arachnophobiacs managed to get on average within 6 inches of a real spider post-exposure whereas they stopped on average 5.5 feet away pre-exposure (Hoffman, Garcia-Palacios, Carlin, Furness III, & Botella-Arbona, 2003) and great progress was seen even when the treatment simply consisted of a video game (Half-Life™) involving spiders instead of a software specifically made for treatment purposes (Bouchard, Côté, St-Jacques, Robillard, & Renaud, 2006). 
	 Despite agoraphobia and social phobia not being specific phobias, the results of VR therapy on them are similar to specific phobias. VR therapy seems to be as good as CBT as a treatment for agoraphobia (North, North, & Coble, 1996), if not better (Vincelli et al., 2003). However, long-term effects are not as strong after VR therapy (Choi et al., 2005). Research on social phobia show that VR therapy works as well as traditional CBT (Harris, Kemmerling, & North, 2002; Klinger et al., 2005), however, most research have only been focused on one aspect of social phobia, i.e. speech anxiety (Anderson, Zimand, Hodges, & Rothbaum, 2005; Harris et al., 2002; Klinger et al., 2005), which is in itself a specific phobia (glossophobia). 
	 Considering the exponential growth of technological innovation, all these results are however rather outdated. The virtual realities used did not have the sort of motion-sensing options that are accessible now and many of them did not have an immersive 3D environment that the user is placed into, just computer screens. 


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 h2. Resources