A Review of Virtual Reality and Serious Games within Cognitive Behavioral Therapy for Social Anxiety Disorder

  • Pattiasina T
  • Ar Rosyid H
  • Handayani A
  • et al.
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Abstract

This literature review discusses efforts to enhance cognitive behavioral therapy in addressing social phobia, such as social anxiety disorder, by utilizing serious games and virtual reality exposure therapy. In the worldwide context of the COVID-19 outbreak, conventional cognitive behavioral therapy faces significant challenges, prompting practitioners and researchers to seek innovative e solutions. During the conducted literature review, several research articles were identified that explore the utilization of virtual reality exposure therapy and serious games within the stages of cognitive behavioral therapy. Using the PICOC method and software such as Publish or Perish, Zotero, and VOSViewer, 30 journal articles have been obtained, indicating that virtual reality exposure therapy and serious games can enhance the effectiveness of cognitive behavioral therapy. However, there are clear signs suggesting that integrating virtual reality (VR) technology and serious games on smartphones into the cognitive behavioral therapy process could offer a promising avenue for new research. This approach may help address the challenges brought about by the effects of the COVID-19 pandemic on people with social anxiety disorder, particularly in Indonesia. Although further research and therapy adaptation according to the cultural context in Indonesia are needed, this development offers new research opportunities as an alternative therapeutic approach with significant advancements in addressing social anxiety disorder.Tinjauan literatur ini membahas upaya untuk meningkatkan terapi perilaku kognitif dalam menangani fobia sosial, seperti gangguan kecemasan sosial, dengan memanfaatkan permainan serius dan terapi paparan realitas virtual. Dalam konteks global wabah COVID-19, terapi perilaku kognitif konvensional menghadapi tantangan yang signifikan, mendorong para praktisi dan peneliti untuk mencari solusi inovatif. Selama tinjauan literatur yang dilakukan, beberapa artikel penelitian telah teridentifikasi meneliti pemanfaatan terapi paparan realitas virtual dan permainan serius dalam tahapan terapi perilaku kognitif. Dengan menggunakan metode PICOC dan perangkat lunak seperti Publish or Perish, Zotero, dan VOSViewer, telah diperoleh 30 artikel jurnal yang menunjukkan bahwa terapi paparan realitas virtual dan permainan serius dapat meningkatkan efektivitas terapi perilaku kognitif. Namun, terdapat bukti yang signifikan yang menyarankan bahwa mengintegrasikan teknologi realitas virtual dan permainan serius di smartphone ke dalam proses terapi perilaku kognitif dapat menjadi peluang penelitian yang menjanjikan. Pendekatan ini dapat membantu mengatasi tantangan yang ditimbulkan oleh dampak pandemi COVID-19 terhadap orang dengan gangguan kecemasan sosial, khususnya di Indonesia. Meskipun penelitian lebih lanjut dan adaptasi terapi sesuai dengan konteks budaya di Indonesia diperlukan, pengembangan ini menawarkan peluang penelitian baru sebagai pendekatan terapeutik alternatif dengan kemajuan signifikan dalam menangani gangguan kecemasan sosial

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APA

Pattiasina, T. J., Ar Rosyid, H., Handayani, A. N., Junaedi, H., & Trianto, E. M. (2024). A Review of Virtual Reality and Serious Games within Cognitive Behavioral Therapy for Social Anxiety Disorder. Jurnal Pekommas, 9(1), 93–108. https://doi.org/10.56873/jpkm.v9i1.5317

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