Anxiety and Presence during VR Immersion: A Comparative Study of the Reactions of Phobic and Non-phobic Participants in Therapeutic Virtual Environments Derived from Computer Games.
Geneviève RobillardStéphane BouchardThomas FournierPatrice RenaudPublished in: Cyberpsychology Behav. Soc. Netw. (2003)
Keyphrases
- virtual environment
- computer games
- virtual reality
- serious games
- virtual world
- synthetic characters
- computer graphics
- educational games
- multi user
- video games
- virtual objects
- educational software
- game design
- virtual training
- collision detection
- virtual space
- augmented reality
- game play
- online game
- real environment
- attitudes toward
- statistically significant
- commercial games
- virtual humans
- digital games
- virtual characters
- learning processes
- digital storytelling
- digital entertainment