Have you imagined a future, where people are able to improve both their mental and physical health not through the help of a therapist, but rather a Virtual Reality headset? This might not be a far away future, since more and more researches and experiments have been done over this area. Everyday, there are a tremendous amount of people suffer from mental disorders like anxiety and phobias, and from physical conditions like post-stroke condition and Intermittent Claudication. Naturally, most of them would want to ask psychotherapists or occupational therapists for help, and still, due to economic issues, social sigma and other possible reasons, not all of them will receive the aid they needed. With the assistance of modern technology, this …show more content…
Since virtual reality is a fairly new concept that many people may have heard about, but have not experienced yet, if it is applied in a clinical setting, people might be attracted and are willing to receive treatment that uses this method. That being said, the visual appeal and the virtual activities allow participants to fully dive into the virtual world; this makes VR a useful tool to provoke motivation and a possible way of enhancing patients’ performance. For instance, elderly people who are sometimes considered not well adapt of technology, have shown interest in engaging virtual activities in some experiments2. In Trombetta and his colleges’ study about using VR to motivate patients with post-stroke conditions, aside from the conventional therapy; all ten participants (61 to 75 years old) have reported that the rehabilitation process was an entertaining experience for their age. The results show that using VR in those sessions motivate the patients to receive conventional therapy. Similarly, virtual activity related product like Wii has received overwhelming positive feedback as well in other experiment3. It is suggested that the reason why old people enjoyed VR could be because they can retrieve their past activity such as volleyball and bowling, whereas they are not capable of doing in real life. From the positive reaction the …show more content…
Although like some experiments[6][9] mentioned, patients could potential have symptoms of cybersickness, as long as the time of VR exposure is controlled and the patients’ conditions are monitored, this should not be a concern. Ferrer-García and her colleagues have shown that VRT can be a valid way of treating bulimia nervosa and binge eating disorder. Additionally, in Bouchard’s study, the results imply that people who experienced VRT have an improved condition just like people who experience vivo exposure or conventional therapy. They propose that VRT is better than conventional therapy due to its low cost and high practical
..., et al. "Internet Addiction Symptoms, Disordered Eating, and Body Image Avoidance." Cyberpsychology, Behavior & Social Networking 16.1 (2013): 56-60. Web. 14 Mar. 2014.
Simpson, R. (2002, September 1). The Virtual reality revolution: Nursing Management , 33(9), Retrieved from http://0-web.ebscohost.com.lib.utep.edu/ehost/pdfviewer/pdfviewer?vid=34&hid=112&sid=8d3b1644-95ad-471b-a8c3-5c0c325fa183%40sessionmgr104
It is difficult to treat if patients don’t gain weight. This documentary film described that fifty percent of individuals will relapse in the first year if normal weight has not be achieved prior to leaving treatment. Treatment requires a multidisciplinary team approach. In addition to restriction many patients also increase activity levels. The film also examined individuals that have Exercise Anorexia. In conclusion the documentary pointed out the disorders have links to Anxiety. They stated that Prozac and Paxil have been found helpful in treating patients. They noted that Bulimia is linked to depression. The film also described a research study conducted to examine satiety related to food and CCK Cholecystokinin disturbed digestion in individuals with eating disorders. CCK is a digestive hormone that stimulates fat and protein digestion, and promotes the feeling of satiety. The film also stated that it takes years to fully recover from
Exposure therapy, which is a cognitive behavioral approach, currently is considered one of the most effective treatments available (Cukor et al., 2009). Rizzo et al., (2010) talks about one such example of exposure therapy is Virtual Reality Exposure Therapy (VRET). The object of V...
The average person who plays video games regularly is thirty-three years old (Issitt). This topic is important because video games have been given an unfair stereotype. Video games have the stereotype of taking over the lives of teenagers and making them violent. However, the benefits of video games outweigh the negatives.
In this paper, I will present my analysis of two methods used to treat bulimia nervosa. The first method is cognitive-behavioral therapy for bulimia nervosa; this method is quite popular among psychologist...
The term Virtual Reality (VR) is used by many different people with many meanings. There are some people to whom VR is a specific collection of technologies, that is a Head Mounted Display, Glove Input Device and Audio. Some other people stretch the term to include conventional books, movies or pure fantasy and imagination. However, for purposes of this research, we restrict VR to computer mediated systems. We would define Virtual Reality as a way for humans to visualize, manipulate and interact with computers and extremely complex data.
Anorexia nervosa and Bulimia nervosa are described as psychological eating disorders (Keel and Levitt, 1). They are both characterized by an over evaluation of weight. Despite being primarily eating disorders, the manifestations of bulimia and anorexia are different. They both present a very conspicuous example of dangerous psychological disorders, as according to the South Carolina Department of Health, “Eating disorders have the highest mortality rate of any mental illness” (Eating Order Statistics, 1). While Bulimia and anorexia both psychological disorders primarily prevalent in women, anorexia tend to have different diagnostic complexities, symptoms and physiological effects as compared to bulimia.
Video games can give players experience and knowledge, but they can also, at the same time, drain energy from a player by taking away vital sleep the night before a game . Video games can be a great source of basic athletic skills, improving hand eye coordination and visual search skills. Young athletes, who have been playing and practicing with sports video games have a greater understanding than older sports stars did when they first began playing a sport, but video games cannot create an athlete. Video games help athletes become better at their sport, but the video games cannot help a person become an athlete. "A better analogy for virtual training [sports video games] could be weight lifting: It’s an activity that won’t turn you into a professional athlete, but if you are one, it will make you better at your sport" (Suellentrop 20). Sports video games impact sports performance positively, but a balance must be found between video games and real life practicing, as video games can cause harm just as much as improvement for and athletes sports performance
Although still in its, infancy, virtual reality will have a substantial effect on our future way of life. Virtual reality already has made astounding progress in the world of commercial design, and it is predicted to have a tremendous impact on everyday life as well. Virtual reality, when more available, will have various uses ranging from recreation to basic communication. The applications of virtual reality into different fields of occupations and research will have both positive and negative effects on our society.
The whole in Chapter 2 is a critical literature review. In this chapter, it discussed on the VR and types of VR. In addition, it also discussed on the AR area include components, display, issues, definition, differential VR and VR. This also covered that cognitive development theory, learning theory, and learing style. All reviews are followed with the implication for each topic to this study.
When playing video games, the coordination and concentration can physically, socially, and mentally benefit the user. Research today shows that certain video games can reduce fat and therefore promote weight loss. Other sources state that doctors have instructed parents to let their children play video games to help control focus. It is found that video games can improve hand eye coordination and have been used for rehabilitation of wounded soldiers. Gamming has developed in technology, and created many new positive effects. Over the years video games has become popular, the history of gamming continues all the way back to board games, new equipment has created constructive and entertaining learning experiences.
Virtual reality gives huge benefits in education and helps to improve student engagement. It’s one of the best ways to engage and helps the students to understand the subject through virtual reality system. Especially in the virtual reality game will bring significant impact to teenagers. The major three types of impact are social difficulty (socially impaired), physical and psychological difficulty. Even virtual reality is a great tool to learn, but it is not a universal learning method for all of the educational areas. Too much of virtual reality for students will cause social difficulties because an inescapable aspect of social life is the formation and maintenance of interpersonal relationships (Biocca and Levy 1995). Constantly using virtual reality will cause isolation from the societies because the person already made his or her own social area which only exists in the virtual world. VR will provide a communication environment in which the dangers of deception and the benefits of creativity are amplified beyond the levels that humans currently experience in their interpersonal interactions (Biocca and Levy 1995). It could lead to low self-esteem, feelings of worthlessness and insignificance, even self-destructive acts (Cartwright, 1994). VR games could mindlessly, energy sapping diversion, bring electronic isolation, a playground for immortality (Kershner 1995). Virtual Reality game brings physical and psychological difficulties when they over run and it could be called as cyber sickness. VR interventions were able to increase physical activity capacity and performance in children with CP (Cerebral palsy) or early brain injury. Cyber sickness is one of the physiological impacts durin...
Are video games a negative or positive influence on children’s behavior and actions? Several studies have been pointing out that exposure to violence on television, movies, video games, cell phones and the Internet increases the risk of violent behavior in the viewer, like to grow in an environment filled with real violence increases the risk of violent behavior. Plentiful of the research on current media have focused on the violence spread by TV for experts in developmental psychology and John Murray of Kansas State University, United States, it is difficult to conclude otherwise than that violence on television has increased levels of violence and aggression in the society, and that video games have an effect even more powerful. Violent video games are more distress, than the films of the same sign and that the images of violence shown on television because they are interactive, because they use a technology environment that allows the user total immersion in the situation, while producing new objects cultural. The reason is that video games are not limited to violence to show a passive spectator, but require the person to connect with the character and act for him, while violence in film and television images whose exposure is limited only to visual perception. The video game violence has long-term real effects. Children exposed to high levels of violent entertainment can become more aggressive and develop a tremendous face the suffering of others, also increases the likelihood they interact and respond to violence in their social environment. In violent video games as success is clearly defined as killing or take, and failure as die or loses the good and evil as the wicked: they, different from us, it is just revenged, I mate,...
If you are one of those who are still hesitant in getting into the whole Virtual Reality mania then it’s time to let go and join in the fun! As you now know virtual reality is not just a tool for enjoyment but also can be used for education and learning in ways we never could have