The Effects of Experience with Video Gaming on Presence during Virtual Reality Exposure Therapy
نام عام مواد
[Thesis]
نام نخستين پديدآور
Tusa, Brittany
نام ساير پديدآوران
Schare, Mitchell L.
وضعیت نشر و پخش و غیره
نام ناشر، پخش کننده و غيره
Hofstra University
تاریخ نشرو بخش و غیره
2020
مشخصات ظاهری
نام خاص و کميت اثر
134
یادداشتهای مربوط به پایان نامه ها
جزئيات پايان نامه و نوع درجه آن
Ph.D.
کسي که مدرک را اعطا کرده
Hofstra University
امتياز متن
2020
یادداشتهای مربوط به خلاصه یا چکیده
متن يادداشت
This paper explores whether gaming history affects participants' ability to feel engaged during virtual reality exposure therapy (VRET). Innovative technologies, chiefly smartphones connected to virtual reality viewers, have made it feasible for VRET to be conducted remotely (i.e. therapists and patients are in different locations). In light of the Telehealth movement, the delivery of healthcare through telecommunication technologies, determining what factors contribute to the effectiveness of VRET is imperative. A key factor related to the effectiveness of VRET is presence, the degree to which a person leaves the reality of the world to be present in the computer-generated world. Researchers have begun to link higher video/online gaming histories with lower levels of presence during VRET. One hypothesized cause of this association is that VRET has generally had lower visual/graphic quality than that of video gaming contemporaneously available in the commercial market.
موضوع (اسم عام یاعبارت اسمی عام)
موضوع مستند نشده
Gaming history
موضوع مستند نشده
Presence
موضوع مستند نشده
Psychology
موضوع مستند نشده
Telehealth
موضوع مستند نشده
Therapy
موضوع مستند نشده
Virtual reality exposure therapy
نام شخص به منزله سر شناسه - (مسئولیت معنوی درجه اول )