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Gamified Virtual Reality Exposure Therapy for Mysophobia: Evaluating the Efficacy of a Simulated Sneeze Intervention

Md Mosharaf Hossan, Rifat Ara Tasnim, Farjana Z Eishita

TL;DR

This study investigates whether a gamified VR exposure task that simulates a sneeze can evoke contamination-related affect and anxiety in non-mysophobic participants. Using a within-subject design, baseline and sneeze versions were compared with PANAS and STAI-S assessments. The observed changes in PA ($p = 0.34$), NA ($p = 0.44$), and STAI-S ($p = 0.33$) were not statistically significant, likely due to the small sample size ($n=7$) and non-clinical status, though patterns indicate potential emotional impact. The work demonstrates VR-based gamified exposure as a scalable research and therapy tool for contamination anxieties and supports future trials with mysophobic participants and richer stimuli, possibly incorporating biofeedback.

Abstract

Mysophobia, or the fear of germs, is a prevalent anxiety disorder that significantly impacts daily life. This study investigates the potential of a gamified virtual reality (VR) intervention to simulate contamination-related scenarios and assess their emotional and psychological effects. A VR game based sneeze simulation was developed to evaluate its influence on participants' emotional states. Seven participants completed two versions of the game: a baseline version and an experimental version featuring the sneeze simulation. Emotional responses were measured using the Positive and Negative Affect Schedule (PANAS) and State-Trait Anxiety Inventory - State (STAI-S) questionnaires. The results revealed slight increases in negative affect and anxiety levels during the sneeze simulation. Also, a reduction in positive affect was revealed. However, these differences were not statistically significant (p > 0.05). This is likely due to small sample sizes, a lack of grossness in the simulation, or participants not being clinically mysophobes. This exploratory study highlights the potential of VR-based interventions for understanding and addressing contamination-related anxieties. It provides a foundation for future research with larger and more diverse participant pools.

Gamified Virtual Reality Exposure Therapy for Mysophobia: Evaluating the Efficacy of a Simulated Sneeze Intervention

TL;DR

This study investigates whether a gamified VR exposure task that simulates a sneeze can evoke contamination-related affect and anxiety in non-mysophobic participants. Using a within-subject design, baseline and sneeze versions were compared with PANAS and STAI-S assessments. The observed changes in PA (), NA (), and STAI-S () were not statistically significant, likely due to the small sample size () and non-clinical status, though patterns indicate potential emotional impact. The work demonstrates VR-based gamified exposure as a scalable research and therapy tool for contamination anxieties and supports future trials with mysophobic participants and richer stimuli, possibly incorporating biofeedback.

Abstract

Mysophobia, or the fear of germs, is a prevalent anxiety disorder that significantly impacts daily life. This study investigates the potential of a gamified virtual reality (VR) intervention to simulate contamination-related scenarios and assess their emotional and psychological effects. A VR game based sneeze simulation was developed to evaluate its influence on participants' emotional states. Seven participants completed two versions of the game: a baseline version and an experimental version featuring the sneeze simulation. Emotional responses were measured using the Positive and Negative Affect Schedule (PANAS) and State-Trait Anxiety Inventory - State (STAI-S) questionnaires. The results revealed slight increases in negative affect and anxiety levels during the sneeze simulation. Also, a reduction in positive affect was revealed. However, these differences were not statistically significant (p > 0.05). This is likely due to small sample sizes, a lack of grossness in the simulation, or participants not being clinically mysophobes. This exploratory study highlights the potential of VR-based interventions for understanding and addressing contamination-related anxieties. It provides a foundation for future research with larger and more diverse participant pools.

Paper Structure

This paper contains 16 sections, 7 figures.

Figures (7)

  • Figure 1: Gun pickup of baseline version
  • Figure 2: Gameplay of baseline version
  • Figure 3: Sneeze droplets on face in experimental version
  • Figure 4: Gameplay of experimental version
  • Figure 5: Positive affect
  • ...and 2 more figures