Abstract
Virtual reality exposure therapy (VRET) is used to help patients that suffer from AUD (Alcohol Use Disorder) to create coping mechanisms for situations in real life that cause craving, by means of creating virtual environments that feel real and immersive during treatment. However, it is unclear what VR technologies should be used to create these virtual worlds and whether implementing virtual humans in it makes them more efficient. Twenty-eight interviews with (former) AUD patients and UAD-health specialists, reveal that 360o recorded as well as Computer Generated (CG) technologies can be used to create an effective VRET that elicits craving and relaxation based on immersion and presence. The use of 360o technologies seem to create more realism compared to CG, but this differs per patient and situation. Adding virtual humans in VRET increases feelings of craving, although the added value depends on the personal context and past of the patient. As such, it is recommended to create a graded exposure strategy based on both technologies and the option to experience virtual humans that directly or indirectly provide an invitation to drink.
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The authors want to thank Rogier Eijsink, Paul Robben (Novadic-Kentron) and Hendrik Hartevelt (foundation Het Zwarte Gat) for their valuable help during the research, the cradle team (BUas) for the technical development and RAAK SIA for financial support.
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van Gisbergen, M.S. et al. (2024). REALISM IN RECOVRY: The Effect of Recorded (360°) and Computer Generated (CG) Environments and Humans in Virtual Reality Exposure Therapy (VRET). In: tom Dieck, M.C., Jung, T., Kim, YS. (eds) XR and Metaverse. XR 2023. Springer Proceedings in Business and Economics. Springer, Cham. https://doi.org/10.1007/978-3-031-50559-1_5
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