期刊
JOURNAL OF ANXIETY DISORDERS
卷 77, 期 -, 页码 -出版社
PERGAMON-ELSEVIER SCIENCE LTD
DOI: 10.1016/j.janxdis.2020.102331
关键词
Spider phobia; App; Gamification; Anxiety; Avoidance
资金
- Adolf-Haeuser-Stiftung, Philipps-University Marburg
By combining exposure principles with gamification elements, mobile applications can effectively reduce arachnophobia symptoms. Participants in the experimental group showed improvements in avoidance behavior and spider anxiety after a week of training, while the control group showed no significant changes.
Mobile applications are increasingly part of mental health programs and various apps have been developed for treating anxiety disorders. Typically, they aim to improve anxiety symptoms via established CBT techniques, such as exposure principles, which are considered extremely unpleasant for fearful individuals. We combined in a mobile application exposure principles with gamification elements (e.g. narrative background, level progression, points, and feedback). These elements should increase the motivation for confronting spider images and decrease the experienced distress. To evaluate the application, two groups of spider-fearful individuals played either the Spider App (experimental group) or a non-spider associated app (control group) twice a day for approximately 12 min for 7 days. After this week, participants of the experimental group showed less avoidance behavior of spiders (BAT), as well as lower anxiety of spiders (SPQ, FAS). Groups were not different in measures of depression or psychological distress. Interestingly, participants playing the Spider App reported higher anxiety, disgust and arousal ratings shortly after playing the app. However, anxiety, disgust, and arousal ratings decreased from day to day. We discuss our findings with respect to implications for the clinical practice.
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