Zimmer, Anja. Beyond the screen – The potential of smartphone apps and immersive technologies in exposure-based interventions for phobias. 2021, Doctoral Thesis, University of Basel, Faculty of Psychology.
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Official URL: https://edoc.unibas.ch/88859/
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Abstract
Specific phobias are extremely common among adults. They are characterized by strong emotional
reactions and avoidance behavior when exposed to the feared stimuli. Specifically fears concerning
heights or animals such as spiders are highly prevalent, followed by fear of social situations such as fear
of public speaking. The gold standard in treating specific phobias is exposure-based therapy. However,
exposure-based therapy is limited in its practicability in clinical routine and poses a high hurdle for affected
individuals. Virtual and augmented reality (VR/AR) smartphone apps offer attractive platforms to simulate
exposure situations and by that increase the accessibility of mental health services in general. Thus, novel
smartphone-based treatments hold the potential to facilitate the dissemination of exposure-based
treatments for specific phobias. The studies presented as part of this thesis aimed at investigating three
newly developed interventions for fear of heights, fear of public speaking and fear of spiders, using the
currently available advanced technologies.
In the first study (Bentz et al., 2021), a stand-alone, automated and gamified VR exposure app
Easyheights was developed using 360° images. The app’s effectiveness to reduce fear of heights and
avoidance behavior was investigated in a randomized controlled trial in an adult population with clinical
and subclinical fear of heights. The repeated use of the app led to reduced fear and avoidance behavior in
a real-life situation on a tower.
For the second study (Müller, Fehlmann et al., 2022), the developed stand-alone, automated and
gamified VR exposure app Fearless Speech aimed at reducing public speaking anxiety (PSA) and
avoidance of eye contact. A virtual audience with 360° videos was used for the exposure and gaze
control for the eye contact training. The app was investigated in a randomized controlled trial in healthy
adults with subclinical PSA. After the repeated use of the app, participants showed reduced fear and
improved eye contact in a real-life speech situation.
The third study (Zimmer et al., 2021) examined the developed stand-alone, automated and
gamified AR exposure app Phobys. In comparison to VR, AR has only recently been introduced to clinical
research. The app was designed to reduce fear, disgust and avoidance behavior in adults with clinical and
subclinical fear of spiders. The results of the randomized controlled trial showed that repeatedly using the
app led to reduced fear, disgust and avoidance behavior in a real-life situation with a real spider.
The results of these studies support the potential of stand-alone, automated VR and AR
interventions delivered through smartphone apps. The developed apps allow for a high-quality user
experience with a highly realistic environment, gaze control for an easy navigation as well as the
possibility of interaction. In addition, gamification elements foster engagement with the apps. All three
investigated apps offer low-threshold and low-cost treatment for individuals affected by specific phobias.
Testing the effectiveness of these newly developed apps in real-life settings sets them apart from previous
studies. Hence, this thesis highlights the potential of using smartphone apps with immersive technologies
to advance and disseminate exposure-based treatments for specific phobias.
reactions and avoidance behavior when exposed to the feared stimuli. Specifically fears concerning
heights or animals such as spiders are highly prevalent, followed by fear of social situations such as fear
of public speaking. The gold standard in treating specific phobias is exposure-based therapy. However,
exposure-based therapy is limited in its practicability in clinical routine and poses a high hurdle for affected
individuals. Virtual and augmented reality (VR/AR) smartphone apps offer attractive platforms to simulate
exposure situations and by that increase the accessibility of mental health services in general. Thus, novel
smartphone-based treatments hold the potential to facilitate the dissemination of exposure-based
treatments for specific phobias. The studies presented as part of this thesis aimed at investigating three
newly developed interventions for fear of heights, fear of public speaking and fear of spiders, using the
currently available advanced technologies.
In the first study (Bentz et al., 2021), a stand-alone, automated and gamified VR exposure app
Easyheights was developed using 360° images. The app’s effectiveness to reduce fear of heights and
avoidance behavior was investigated in a randomized controlled trial in an adult population with clinical
and subclinical fear of heights. The repeated use of the app led to reduced fear and avoidance behavior in
a real-life situation on a tower.
For the second study (Müller, Fehlmann et al., 2022), the developed stand-alone, automated and
gamified VR exposure app Fearless Speech aimed at reducing public speaking anxiety (PSA) and
avoidance of eye contact. A virtual audience with 360° videos was used for the exposure and gaze
control for the eye contact training. The app was investigated in a randomized controlled trial in healthy
adults with subclinical PSA. After the repeated use of the app, participants showed reduced fear and
improved eye contact in a real-life speech situation.
The third study (Zimmer et al., 2021) examined the developed stand-alone, automated and
gamified AR exposure app Phobys. In comparison to VR, AR has only recently been introduced to clinical
research. The app was designed to reduce fear, disgust and avoidance behavior in adults with clinical and
subclinical fear of spiders. The results of the randomized controlled trial showed that repeatedly using the
app led to reduced fear, disgust and avoidance behavior in a real-life situation with a real spider.
The results of these studies support the potential of stand-alone, automated VR and AR
interventions delivered through smartphone apps. The developed apps allow for a high-quality user
experience with a highly realistic environment, gaze control for an easy navigation as well as the
possibility of interaction. In addition, gamification elements foster engagement with the apps. All three
investigated apps offer low-threshold and low-cost treatment for individuals affected by specific phobias.
Testing the effectiveness of these newly developed apps in real-life settings sets them apart from previous
studies. Hence, this thesis highlights the potential of using smartphone apps with immersive technologies
to advance and disseminate exposure-based treatments for specific phobias.
Advisors: | de Quervain, Dominique J.-F. and Michael, Tanja |
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Faculties and Departments: | 03 Faculty of Medicine > Bereich Psychiatrie (Klinik) > Erwachsenenpsychiatrie UPK > Kognitive Neurowissenschaften (de Quervain) 03 Faculty of Medicine > Departement Klinische Forschung > Bereich Psychiatrie (Klinik) > Erwachsenenpsychiatrie UPK > Kognitive Neurowissenschaften (de Quervain) |
UniBasel Contributors: | Zimmer, Anja and de Quervain, Dominique J.-F. and Michael, Tanja |
Item Type: | Thesis |
Thesis Subtype: | Doctoral Thesis |
Thesis no: | 14770 |
Thesis status: | Complete |
Number of Pages: | 82 |
Language: | English |
Identification Number: |
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edoc DOI: | |
Last Modified: | 25 Aug 2022 04:30 |
Deposited On: | 24 Aug 2022 07:07 |
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