Event Abstract

Treating Cockroach Phobia Using a Mobile Game and Augmented Reality: A Case Study

  • 1 Universidad Jaume , Spain
  • 2 CIBER de Fisiopatología de la Obesidad y Nutrición, Spain
  • 3 Universidad de Valencia, Spain
  • 4 Universidad Politécnica de Valencia, Spain

In vivo exposure has proved its efficacy in the treatment of specific phobias, however, not all patients benefit from it. Communication and Information Technologies like Virtual reality and Augmented Reality (AR) have improved exposure treatment adherence and acceptance. Serious games could also be used in order to facilitate exposure treatment. We have developed a serious game with a mobile phone as application device. This work examines in a case study whether the use of this mobile game can facilitate the treatment of a specific phobia. A 25-year old woman with cockroach phobia participated in the study. Results showed that the use of the mobile game during 9 days reduced the level of fear and avoidance. Besides, the use of the mobile game after AR exposure following the “one-session treatment” guidelines by Öst resulted in an additional reduction of fear, avoidance and belief in the negative thought. Therefore, serious games seem to be a lie of research of high interest in Clinical Psychology for the treatment of specific phobias.

Conference: Annual CyberTherapy and CyberPsychology 2009 conference, Villa Caramora, Italy, 21 Jun - 23 Jun, 2009.

Presentation Type: Poster Presentation

Topic: Abstracts

Citation: Bretón-López J, Botella C, Quero S, Baños RM, Juan MC, Zaragozá I, Palacios G and Alcañiz M (2009). Treating Cockroach Phobia Using a Mobile Game and Augmented Reality: A Case Study. Front. Neuroeng. Conference Abstract: Annual CyberTherapy and CyberPsychology 2009 conference. doi: 10.3389/conf.neuro.14.2009.06.012

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Received: 18 Mar 2009; Published Online: 18 Mar 2009.

* Correspondence: Juani Bretón-López, Universidad Jaume, Castellon, Spain, breton@psb.uji.es