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.
翻译:Phobia是一种普遍的心理疾病,严重的恐惧症会严重影响病人的日常生活; 一次接触治疗(OST)在早期就被用来治疗恐惧症,但有许多缺点; 作为治疗恐惧症的新方法,根据严肃的游戏采用了虚拟现实接触疗法(VRET); 在严重的恐惧症治疗游戏(SGPT)领域进行了许多研究,因此,本文件从三个角度详细审查了SGPT。 首先,SGPT在不同阶段以不同的形式更新和复制技术。 因此,我们从设备的角度审查了SGPT的发展史。 第二,对大量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,关于SGPT的大多数文章从医学角度研究了严重游戏的治疗影响,而从技术角度也很少研究过严肃的游戏。因此,我们从技术角度对SGPT进行了深入研究,以便为SGPT的发展提供技术指导。 因此,我们探索了现有的技术挑战。