Abstract
Research
demonstrating the effectiveness of virtual reality in the treatment of
clinical disorders has increased over the last decade. The usability and
affordability has made the technology within reach of clinicians.
Counselors will soon have the opportunity to incorporate virtual reality
in their treatment. The intent of this paper was to review the outcome
studies regarding the effectiveness of virtual reality in the treatment
of specific phobias. It was found that the use of virtual reality offers
many potential benefits to the treatment process. However, due to the
research available containing a majority of case studies, small sample
sizes, and population studied further research is necessary to determine
the generalizability of this treatment for clients.
The lifetime prevalence
rates for specific phobia ranged from 7 % to 11 % of the general
population, placing it among the top five disorders (APA, 2000). Most
specific phobias can be classified as animal type (e.g. spiders,
snakes), natural environmental type (e.g. heights, thunder), situational
type (e.g. driving, public speaking), or blood-injection-injury type
(e.g. dentistry, disease). One in ten individuals seen by professional
counselors may have a specific phobia or develop a specific phobia
during their lifetime. It is important for professional counselors to
have the knowledge and skills to effectively treat specific phobias. New
technologies, such as virtual reality, are available that may improve
the treatment process for both the client and the counselor. This
article will present a brief overview of virtual reality therapy as a
treatment for individuals with a specific phobia.
From the psychological
paradigm, effective treatment for specific phobia has utilized cognitive
and behavioral therapy (CBT) approaches of guided imagery, graded
exposure, systematic desensitization, flooding, muscle relaxation, and
assertiveness training (Maxmen & Ward, 1995). While CBT has been proved
to be an effective treatment for specific phobia, systematic
desensitization may be limited by lack of control on the environment by
the counselor and reduced confidentiality (Krijn, Emmelkamp, Olafsson, &
Biemond, 2004). The technique of systematic desensitization may include
counselors accompanying their clients to environments, such as a crowded
mall, elevator, or participating in a live driving situation. This
technique has been used to gradually place clients within the feared
situation. Therefore a client who was afraid of heights was taken into a
glass elevator in a tall building. Each successive time the counselor
accompanied the client into the elevator and traveled to the next
highest floor. Difficulties with systematic desensitization included the
amount of additional time involved in traveling and obtaining access to
the object or situation (North, North, & Cobble, 2002). This challenge
could include a professional counselor locating and obtaining access to
a tall building, purchasing a ticket to accompany a client on an
airplane, or handling live snakes and spiders.
Another challenge to the
traditional approach included a reduction in ability to protect the
confidentiality of the client (North et al.). When a counselor
accompanies the client to a location outside of the therapy office,
other individuals may determine that the client is a participant in
counseling. This disclosure may be contrary to the preference of the
client. In addition, the counselor has limited control over extra
therapeutic factors under the traditional systematic desensitization
approach (North et al.). Taking a client to a public location may
introduce a number of variables to the therapy session; including the
community and an unintended malfunction of the feared stimulus (e.g.
unusual turbulence on an airplane ride, a spider biting the client
causing an allergic reaction). Finally, due to the prevalence of
specific phobias a final limitation may involve a professional counselor
who is assigned to treat a client with specific phobia, but who also
hold a specific phobia similar to the client. The professional
counselors’ own fear of the specific phobia may prevent a counselor
leading a systematic desensitization due to the low levels of
therapeutic control over the variables involved.
Guided imagery is
another traditional approach typically used by professional counselors
to treat specific phobia. A barrier to the effectiveness of guided
imagery may be limited by the ability of the client to vividly imagine
the feared situation (North et al.). North reported several cases where
guided imagery failed due to clients having difficulty immersing in the
experience or the therapist having difficulty directing a client through
the technique. This technique failure may be frustrating for both the
client and the counselor. The potential drawbacks to the current use of
commonly accepted techniques, such as systematic desensitization and
guided imagery, and the advancement of technology have increased the
investigation of virtual reality therapy as a treatment of specific
phobia.
Virtual Reality as
Treatment
In the past decade,
virtual reality therapy has provided alternative methods for clinicians
to activate and then modify the phobic reactions experienced by clients
(Hodges et al., 1999;
Krijn et al., 2004).The paradigm of virtual
reality involves the belief that individuals who enter a virtual
environment will be experience similar thoughts and feelings to their
actual experience in the environment. Virtual reality devices work
collectively to have clients behave as active participants in a virtual
environment. The result produces the experience of immersion or the
sense that the individual is present in the virtual environment. Virtual
reality creates an experience in which the client feels that they are
actually in the real world environment (e.g. in an airplane, on top of a
building). This is reflected by the subjective distress and physical
symptoms reported by clients immersed in a virtual environment.
B.K.
Wiederhold, Jang, Kim, and M. D. Wiederhold found that clients in
virtual environments exhibited emotions similar to those expressed when
confronted with the actual feared situation (2000).
Research has been
conducted to investigate the use of virtual reality to address a number
of disorders including Attention Deficit Disorder (M. M. North et al.,
2002), Anorexia (Riva, Bacchetta, Baruffi, Rinaldi, & Molinari, 1999),
Agoraphobia (Botella, Villa, Gracia-Palacios, Baņos, Perpiņa & Alcaņiz,
2004), Antisocial Behavior (Pivik, McComas, Macfarlane, & Laflamme,
2002), Body Image (Perpiņa, Botella, Baņos, Marco, Alcaņiz & Quero,
1999;
Riva, Bacchetta, Baruffi, & Molinai, 2001), Claustrophobia (Botella,
Baņos, Villa, Perpiņa, Garcia-Palacios, 2000), Depression (Difede &
Hoffman, 2002), Post Traumatic Stress Disorder (Hodges et al., 1999;
Parent & Thibault, 1998;
B. O. Rothbaum et
al., 2001), and Sexual
Dysfunction (Riva et al., 2001). This paper will provide a brief
overview of several outcome studies regarding the effectiveness of
virtual reality in the treatment of specific phobias. The largest area
of research has been on the use of virtual reality in the treatment of
specific phobias including acrophobia, fear of spiders, fear of public
speaking, and fear of driving.
Acrophobia
As we become
a more industrialized society, more individuals rely on interaction with
tall buildings, bridges, and airplanes. Acrophobia is a specific phobia
characterized by a fear of heights resulting in the avoidance of
situations that would involve being high above the ground, such as in a
elevator or an airplane.
Emmelkamp, Krijn, Hulsbosch, Vries, Schuemie,
and Van Der Mast conducted a study comparing three sessions of virtual
reality versus three sessions of exposure in vivo for 33 patients who
fulfilled the criteria for an acrophobia diagnosis (2002). The virtual
environment was a replica of the exposure in vivo group environment,
which included an escalator, fire escape, and roof top garden.
Emmelkamp
et al. did not find significant effect at p < .05 for the
multivariate analysis for the repeated measure between the virtual
reality and exposure group. However, upon analyzing the mean scores for
anxiety, avoidance, and attitudes towards heights,
Emmelkamp et al.
found that the virtual reality group means were similar to the means of
the individuals in the exposure in vivo group. This suggested that both
treatments were relatively equally effective. The study was limited by
utilizing self referred subjects to the treatment conditions rather than
random assignment. Based upon the research design and the results
reported, the conclusion to assume that virtual reality therapy was just
as effective as exposure in vivo appears valid within the population
measured, however the results should not be generalized.
A similar study examined
acrophobia in a 61 year-old male in Korea (Choi, Jang, Ku, Shin, & Kim,
2001). The client received eight sessions of virtual reality therapy.
The virtual reality therapy included immersion in a virtual open sided
elevator traveling up a steel tower. The client also received four
sessions of cognitive-behavioral therapy. Subjective units of distress
were used to evaluate the client’s progress during the treatment and
questionnaires to evaluate anxiety, acrophobia, and attitudes towards
heights were used for pre and post treatment measurement.
Choi et al.
found that the subjective units of distress decreased between pre and
post treatment and the effectiveness of treatment was reinforced by the
client taking a trip to the top of the tallest building in Seoul and
reporting little subjective distress. These results suggested that
virtual reality and cognitive-behavioral therapy was an effective
treatment for this specific client. It is not possible to generalize the
results of this study, as it was based on the experience of one
individual. It was also unclear whether the remediation of acrophobia
was due to the virtual reality therapy or the addition of four sessions
of cognitive-behavioral treatment.
Rothbaum, Hodges,
Anderson, Price, and Smith conducted a study that involved 49 patients
assigned to three groups of virtual reality therapy, exposure therapy,
and a wait list group (2002).
Rothbaum et al. found a significant effect
at p < .05 for the repeated measure ANOVA for the virtual reality
and standard exposure groups in reducing the clients’ fear of flying.
However, upon using a t test to compare the post treatment scores
between the virtual reality and standard exposure groups, it was found
that the post treatment means were not significantly different. The
results of the study demonstrate that virtual reality therapy was more
effective than no treatment, but did not appear to be significantly more
or less effective than the traditional exposure therapy. The small group
sizes of 15 participants reduced the statistical power of ANOVA, which
may have limited the ability to find significance difference on the post
hoc test between virtual reality and exposure treatment. Based upon the
research design and the results reported, the conclusion that virtual
reality therapy and exposure therapy was more effective than no
treatment appears to be appropriate.
Finally,
Pauli
conducted
a study to determine the effectiveness of one session of virtual reality
(VR) for individuals who had a fear of flying (2003). Forty-five clients
diagnosed with acrophobia were randomly assigned to three groups;
cognitive treatment with VR motion stimulation, cognitive treatment and
VR without motion stimulation, and cognitive treatment without VR.
Pauli
measured the clients’ fear of flying before treatment, after treatment,
and six months after treatment. The results of the study demonstrated a
significant reduction in fear of flying in both VR groups compared to
the group that did not utilize VR. Based upon the research design and
the results reported
Pauli
concluded that cognitive therapy with virtual
reality therapy was more effective than cognitive therapy without
virtual reality.
Fear of Spiders
Spider
Phobia is characterized by an anxiety response triggered by the exposure
to spiders, which produces the avoidance of environments that may
contain spiders (Carlin, Hoffman, & Weghorst, 1997). A case study
conducted by
Carlin et al. involved a 37 year old female who reported
having incapacitating fear of spiders for approximately 16 years. The
participant received 12 weekly one hour sessions of virtual reality
therapy which included immersion in a virtual environment that consisted
of a kitchen containing a large spider and spider web. A fear of
spider’s questionnaire that was used to evaluate the client’s progress
during the treatment showed a reduction of fear from 41 (high level of
fear) to 17 (low level of fear). These results were reinforced by a
follow-up with the client where she reported ceasing her daily behaviors
where she checked for spiders. In addition this client reported engaging
in a desired camping trip that she previously avoided due to the fear of
encountering spiders. Although
Carlin et al. reported a positive
outcome, the client may have had a diagnosis of obsessive-compulsive
tendencies with specific obsessions regarding checking for spiders, in
addition to a specific phobia.
Garcia-Palacios,
Hoffman, Carlin, Furness, and Botella conducted a study that compared an
average of four sessions of virtual reality therapy to no treatment for
the 23 patients who fulfilled criteria for specific phobia of spiders
(2002). The virtual reality environment consisted of a kitchen that
contained a large virtual tarantula. Through the course of the therapy
the participants viewed, touched, and held a virtual spider.
Garcia-Palacious
et al. found significant effect at p < .05 for the 2 X 2 ANOVA
that compared pre and post measures with the virtual therapy and the no
treatment group. This was demonstrated by significant reduced scores on
a fear of spider’s questionnaire, observations of the independent
assessors, and reduced subjective anxiety levels following treatment.
Furthermore,
Garcia-Palacious et al. found that 83% of the participants
previously diagnosed with specific phobia did not meet the criteria for
specific phobia diagnosis following the treatment. Several limitations
of the study included a small sample size and that the participants self
referred to the experiment as extra credit for a class. This may have
resulted to increase motivation by participants to do well in the
treatment thereby increasing the possibility of Type 1 error.
Fear of Public Speaking
The fear of speaking in
front of a group is often noted as one of the most common fears of the
general public. B. K. Wiederhold and M. D. Wiederhold found that
individuals who had a fear of public speaking experienced many of the
same physical and cognitive reaction when speaking to a virtual audience
(1998).
Lee, Ku, Jang, D. H. Kim, Choi, I. Y. Kim, and S. I. Kim
proposed a treatment for individuals who have a fear of public speaking
(2002). Lee et al. created an experiment to have participants speak to a
virtual group of people while the therapist controlled the reactions and
responses of the virtual audience (2002). In this technique, the
therapist was able to control the virtual audience to by more hostile or
attentive to increase of decrease the anxiety experienced by the client.
Although the virtual public speaking environment has not been
empirically evaluated,
Lee et al. hypothesized that virtual reality
therapy may be successful in reducing the fear of public speaking
(2002).
Harris conducted a study
to investigate the effectiveness of virtual reality therapy in reducing
public speaking anxiety (2002). Fourteen student’s participants were
divided into two groups (VR group and no VR group). The virtual reality
group participated in four weekly 15 minute sessions, while the no VR
group were place on a wait list. The four VR sessions involved the
participants speaking in three different situations including a dark
unoccupied auditorium, sparsely occupied auditorium; auditorium filled
with individuals who increasing attempted to distract the client by
talking to each other. The experimental group members were measured on
their subjective units of discomfort and their heart rates were measured
during the VR sessions. All participants completed four self-report
inventories (Personal Report of Confidence as a Speaker Inventory,
Self-Evaluation Questionnaire, Liebowitz Social Anxiety Scale, and the
Attitudes Towards Public Speaking Questionnaire) at both the pre and
post treatment. Harris found a significant reduction (p < .05) in
the anxiety of the participants due to participation in VR treatment
based upon the self-report measures and physiological measures. Although
these results were based upon a small sample size, they suggest that
relatively brief (15 minutes) virtual reality treatment may be an
effective method for reducing fear of public speaking in clients.
Fear of Driving
Urban sprawl
has increased the need for the use of both public and personal
transportation. The ability to drive can be a necessary ability
providing increased opportunities for clients in the community. Driving
phobia can be characterized as an intense and persistent fear of driving
that restricts a person from driving or permits driving only under
considerable distress.
Wald and Taylor conducted a case study with a
client who met the criteria for the DSM-IV diagnosis of specific phobia
(2002). The participant received three sessions of virtual reality
driving during a ten day period. The virtual reality sessions included
the client driving on a rural, residential and highway virtual
environment. The client encountered on-coming cars, intersections,
bridges, road construction, and other drivers pulling in front of the
client’s vehicle. Subjective levels of distress scores that were used to
evaluate the client’s progress decreased following each virtual reality
therapy session. Upon a six month follow-up with the client,
Wald and
Taylor reported that the reduction in the client’s driving phobia was
retained as evidenced by engaging in a variety of driving and self
report regarding anxiety level. Although, these results suggested that
virtual reality treatment was effective for this one client, these
results should be taken with caution due to the use of self report for
both the outcome and follow-up study.
Another
virtual reality driving simulation was conducted with seven clients who
were recently discharged from an emergency room following an accident
(Walshe, Lewis, Kim, O’Sullivan, & Wiederhold, 2003). The seven clients
met the criteria for specific phobia and agreed to participate in
sessions of virtual reality and game reality. The treatment involved the
participants playing the driving simulation games of London Racer,
Midtown Madness and Rally Championship, as well as, engaging in a
virtual reality program that involved the participants driving on a
rural road, negotiating traffic and road hazards. The participants also
received traditional counseling that involved cognitive restructuring to
dispute irrational beliefs and the clients were taught breathing
exercises to reduce anxiety. All of the clients were given pretest and
post test on scales that measured subjective rating of distress, fear of
driving, post traumatic stress disorder, and depression. All of the
participants’ scores significantly decreased (p < .05) on the
outcome measures following participation in the virtual reality / video
game experience.
Walshe et al. was one of the first studies to examine
the usefulness of video game play in treating specific phobia of
driving. The video game play was combined with a traditional virtual
reality simulator and cognitive behavior therapy which reduces the
ability to determine the effect of video game play or virtual reality
apart from the cognitive-behavioral therapy.
Walshe et al. utilized a
small sample size and no control group which reduces the
generalizability of the conclusions.
Case Example – Fear of
Driving
The present
case example described a brief one session inexpensive virtual reality
experience for a client who met the diagnostic criteria for specific
phobia - driving type.
The client was a 21
year-old female who had been in two car accidents and was seeking
treatment due to stating that she has been unable to drive. In six
sessions the professional counselor met with the client; however he
failed to make progress utilizing traditional cognitive-behavioral
approaches such as imaginal exposure therapy. In addition, the
professional counselor prescribed homework associated with driving that
was not completed by the client. Upon having a discussion with the
client regarding her belief as to she believed would be a helpful
treatment for her, the client remarked that she desired the professional
counselor to accompany her in a live driving situation. Agency policy
and personal preference prevented the professional counselor from
participating in a systematic desensitization driving experience with
the client. However, the professional counselor offered the client to
participant an alternative driving situation based upon a virtual
reality video game simulation experience.
The
equipment utilized for this technique included a Nintendo 64 video game
system, a LCD wall projection unit, and a driving simulation game
(Beetle Adventure Racing). The technique was provided in an empty
conference room with the tables and chairs arranged in a manner
simulating a vehicle (e.g. two front seats, two back seats, tables in
front and on the sides). To increase the immersion experience, the
professional counselor provided a CD player for the client to play her
favorite music while participating in the driving experience. The
professional counselor placed a doll in the backseat to represent the
clients’ young daughter and the client was also permitted to have an
unlit cigarette in her mouth, as she stated that she typically smoked
while she drove.
The driving
scene was projected on the wall in front and the lights were turned off
to provide the opportunity for the client to be immersed in the
experience. The professional counselor was seated next to the client “in
the passenger seat” facing the screen. The client utilized the video
game controller to drive the vehicle on a rural road in the video game.
The professional counselor monitored the client’s subjective units of
distress (SUD’s). As the clients anxiety increased, she was given the
opportunity to pull the video game car to the side of the road. When the
client felt comfortable and her anxiety decreased, she then resumed
participating in the video game. As the driving experience continued,
the professional counselor utilized role play/imaginal techniques to
assist the client in pretending that she was dropping her daughter off
at a babysitter, driving to therapy and picking up fast food at a drive
through. Following use of the 50 minute video game technique, the client
was both visibly happy and stated how pleased she was with the
experience. The client remarked that she was proud of herself that she
was able to drive the vehicle. In addition, the client remarked that her
“dream car” was a Volkswagen Beetle which by coincidence was the vehicle
the client drove in the video game. At the end of the session the client
stated that she desired to “go out and try the real thing.” Following
the virtual reality experience the client returned for two final
sessions to process termination from counseling. By the final counseling
session the client reported that she had participated in a live driving
experience and had re-obtained her driving permit. Although this case
study involved a mix of cognitive-behavioral methods and lacked use of
standardized assessment tool to assess the client prior and post virtual
reality session, it was clear to the professional counselor that the use
of the virtual reality video game experience was a significant catalyst
for treatment with this specific client.
Equipment & Resources
Professional counselors
who are interested in pursuing virtual reality therapy with their
clients will need access to the appropriate computer equipment and
resources for effective treatment. Although most professional counselors
have access to computers, properly utilizing virtual reality therapy
includes the professional counselor obtaining a couple hardware
components not found on the typical agency or school computer. The basic
components necessary to conduct virtual reality therapy consists of a
computer, a virtual environment program (e.g. an glass elevator
traveling to the top floor), input devices that allow the client to move
and interact with the program (e.g. mouse or head tracking device, such
as the VFX3D from Interactive Imaging Systems, and output devices that
allow the client to experience the virtual environment (e.g. graphics
and sound) (Davies, 2001). The minimum recommended minimum computer
system to run a virtual reality program included a Pentium IV, 2GHz or
faster processor, 256 megabytes of memory, 40 gigabyte hard drive; Sound
Blaster Live soundcard, NVidia Ge Force 5600FX or better graphics card
with at least 64 Mbytes (Virtually Better, n.d.). Users will also need
the basic components of a computer such as a CD drive, mouse, speakers,
monitor, keyboard and Windows XP operating system.
Icuiti Corporation
(n.d.) is a distributor of virtual reality products and provides the
equipment necessary for a clinician such as virtual reality glasses. An
example of the minimum equipment available included a pair of V920
eyewear, which could be purchased for a couple hundred dollars. These
glasses offer portable high resolution virtual reality display and audio
through an ear bud (Icuiti Corporation). Other more complex devises
include head trackers, gloves, and vests. The VirtuaTrack head tracker
device provides clients with the experience of immersion in the
environment by creating images that correspond to the head motion of
looking up, down and side to side (Virtual Realities). An alternative to
having the client use a mouse to interact within the environment would
be to purchase a P5 glove. The P5 glove is a glove-like peripheral
device that provides users interaction with 3D and virtual environments
by allowing clients to experiences manipulating objects in a virtual
environment (Virtual Realities). Finally, the Interactor Vest is a small
back pack that allows the client to experience physical sensations that
correspond to the virtual environment (Virtual Realities).
It is necessary for
professional counselors to obtain or create virtual reality programs
appropriate to the specific phobia of their clients. Technologically
knowledgeable counselors can construct virtual environments by using the
programs developed by
Digital Element (n.d.). Separate programs can be
purchased and be combined to create a virtual reality environment for
the client. WorldBuilder 4.1 can be used as a standalone virtual reality
environment. Additional packages with more specific graphical images
(e.g. Model Shop 1.0, Verdant 1.6, Aurora Sky 1.0) can be incorporated
to include more specific objects, plants, and environmental conditions
(Digital Element, n.d.).
3Dlinks (n.d.) reported over 50 additional
software programs varying in function and price that could be utilized
to design virtual reality environments. The programs provides the
freedom and ability to create 3D world environments that fits the needs
of the client. These programs can provide the professional counselor the
tools to construct a virtual reality environment tailored to the needs
of the client.
Virtual reality therapy
is currently being used by a variety of clinicians abroad. There are a
number of companies who produce virtual reality equipment and software
for clinicians. The following links provide general information, virtual
reality therapy treatment centers, examples of virtual reality
environments, and suppliers for virtual reality products.
General Information
CyberPsychology &
Behavior -
http://www.liebertpub.com/publication.aspx?pub_id=10
Virtually Better -
http://www.virtuallybetter.com/
Virtual Reality Therapy
Virtual Reality Medical
Center -
http://www.vrphobia.com
Virtual Reality
Treatment Center -
http://www.vrtreatmentcenter.com
Weill Medical College of
Cornell University -
http://vrtreatment.com
Sample Virtual Reality
Environments
Charles van der Mast &
Merel Krijin (Technical University of Delft & University of Amsterdam) -
http://mmi.tudelft.nl/~vrphobia/images.html
Products
Cybermind Interactive
Nederland -
http://www.cybermind.nl/home.html
Interactive Imaging
Systems, Inc. -
http://www.icuiti.com/
Virtual Realities, Inc.
-
http://www.vrealities.com/
If a professional
counselor is unable to purchase the more expensive virtual reality
equipment or software, they may consider experimenting with a less
expensive alternative with their clients. This could include the use of
a video game system (e.g. Nintendo Game Cube, Play Station 2, X-Box), an
LCD projector, and a driving simulation game (e.g. Beetle Adventure
Racing, Need for Speed, Virtua Racing, World Racing), and constructing a
room to simulate the driving experience. A video game system can be
purchased for between 100 and 200 dollars. The video game can be rented
for minimal cost or purchased for around 50 dollars. Typically,
community agencies and schools have LCD projects that staff can borrow.
While the effectiveness of utilizing virtual reality video game
technique to treat specific phobia is not clear, it may provide a useful
line of research that could hold benefits for both clients and
professional counselors.
Evaluation
Offering treatment by
means of virtual reality holds several advantages and disadvantages.
Banos, et al., 1999;
Carlin, et al., 1997;
Garcia-Palacious et al.,
2001;
Krijn et al., 2004;
Riva, et al., 2001;
Rizzo, et al, 1998;
Rizzo
& Schultheis, 2002;
Virtually Better, n.d., provided an evaluation of
virtual reality therapy reflected in the following table:
|
Advantages |
Disadvantages |
|
Increased safety and
control by eliminating unpredictable real world environments
|
Simpler approaches,
such as guided imagery, may be just as effective |
|
Better protection of
clients confidentiality |
Cost and ability to
use the equipment |
|
Better chance of
reimbursement due to shorter exposure sessions |
Abuse by clinician
due to ease of ability to create phobic experiences too intense for
client |
|
Attractive form of
treatment due to being perceived as less threatening than exposure
|
May cause virtual
reality sickness (e.g. nausea, sweating, dizziness, headache, etc.) |
|
Ability to stop the
virtual exposure for discussion or integration of other techniques
|
|
The benefit of utilizing
virtual reality included the ability to create and control situations
for the client. Unlike traditional systematic desensitization, virtual
reality can provide a similar emotional response, but restricted in a
controlled environment. This involved controlling both the type and
delivery of the environment (Rizzo & Schultheis, 2002).
A virtual reality
simulation could provide an opportunity for clients to face situations
that they anticipate as anxiety provoking without having to leave the
safety of the counselors’ office. Remaining in the clinicians’ office
also reduced the possibility of violations of confidentiality due to
accompanying the client in real world community based situations
(Virtually Better, n.d.). Another benefit identified by
Rizzo and Schultheis included the ability of counselors to stop the virtual
exposure for discussion or integration of other techniques within the
treatment (2002). A final benefit may be the increased participation by
clients in treatment. Currently only 12% to 30% of persons with specific
phobia seek treatment (APA, 2000).
Garcia-Palacious et al. reported that
individuals with a fear of spiders were more likely to enroll in
multi-session virtual therapy than in multi-session exposure therapy,
due to perceiving VR treatment as safer than treatment where they would
be exposed to a live spider (2001). Finally, the use of virtual reality
technology that incorporates video game play may be particularly
attractive to school counselors or counselors who work with children.
Many children and adults enjoy and desire playing video games. Advances
in technology and types of games relevant to specific phobias in
children, may produce a nice technique attractive to both counselors and
children.
The limitations of
utilizing virtual reality include cost, potential of cybersickness, and
adverse effects to the client. The major challenge in the past was the
cost of the virtual reality equipment. However, technology has advanced
and opened the way for low cost use for clinicians.
Riva et al. found
the necessary specification for an adequate virtual reality simulator
involved working off of a portable computer that cost under $2000 and
utilizing relatively low cost eyeglass displays and using fairly
inexpensive input devices such as a mouse or joystick (2001). In the
next several years the price of utilizing the equipment is expected to
decrease, while the functionality in graphics processing and VR reality
hardware is expected to increase. Another limitation to the use of
virtual reality was experience of motion sickness during and following
virtual reality therapy by some clients.
Baņos, Botella, and Perpiņa
explained that the virtual reality sickness was as a similar experience
as sea sickness, and was caused by an incongruence between sensory cues
of what is perceived and what is experienced by the body (1999).
Continued development of hardware and software that reduces the
perception of disconnect between actual and virtual environment should
reduce occurrences of virtual reality sickness. One final caution with
the use of virtual reality included possible negative effects from the
treatment. Virtual reality provides the counselor with the abilities to
easily create anxiety provoking experiences that may be too intense for
the client, such as with giant spiders or extremely tall buildings.
Carlin et al. (1997) reported an adverse effect of virtual reality
therapy by a client who encountered a virtual therapy environment with
an extremely large virtual tarantula. The client experienced strong
emotional distress that lasted several hours beyond the therapy session
as reported by the client (Carlin et al.). This suggests that the
potential uses for virtual reality therapy should be careful evaluated
to prevent negative effects to clients.
Virtual reality therapy
offers potential benefits for the treatment of specific phobia. The
integration of technological advances into the counseling process can be
exciting, however clinicians must evaluate whether treatment can be
accomplished with a simpler approach (Rizzo, Wiederhold & Buckwalter,
1998). Due to the limited amount of research currently available the
effectiveness of virtual reality therapy compared to traditional
measures remains unclear. Much of the research results are confounded
due to studies with small sample sizes, lack of control groups or
samples from biased populations. In addition, there was a paucity of
research that evaluates the usability and affordability for professional
counselors. The available research supports the conclusion that the use
of virtual reality therapy produces benefits for clients with specific
phobia when compared to clients receiving no treatment.
The research
in virtual reality therapy has several implications for professional
counselors, counseling supervisors, and counselor education. The
research suggested a position that virtual reality therapy may be a
beneficial and efficient way of treating specific phobias. This
perspective then implies that professional counselor would need to
develop an understanding in computer technology and software beyond a
surface understanding of word processing and internet use. Counseling
supervisors would need to be aware of the potential benefits of
counselors incorporating technology into the therapy they are conducting
with their clients. A generation gap may exist between younger
professional counselors who were raised with computers and feel
comfortable using the available technology and supervisors comfortable
with the traditional approaches to counseling. This may create conflict
between the supervisor’s perspective and the counselor’s perspective as
to the benefits of experimenting with the emergent techniques available.
Counselor educators have recognized the importance of addressing the
technological competence of professional counselor (CACREP, 2001). As
technology continues to evolve, counselor education programs should take
advantage of the ability to connect with computer science departments to
increase the technological competency of counseling trainees.
This paper explored the
use of virtual reality therapy with individuals who have a diagnosis of
specific phobia. Findings of this study provided support to the
perspective that virtual reality techniques may provide a useful
technique to treat specific phobia. Research findings have demonstrated
several statistically significant cases of improvement by clients who
participated in virtual reality therapy. In addition, several case
studies have shown improvement in single clients who participated in a
virtual reality experience. Further studies with broader and more
experimentally appropriate sampling procedure are recommended to
determine the effectiveness of virtual reality therapy as a technique
useful for clients with specific phobia.
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Author's
Biography
Jake J.
Protivnak is
an Assistant Professor of Counseling in the Department of Counseling at
Youngstown State University. He can be reached at:
jjprotivnak@ysu.edu