Gamified Virtual Reality Exposure Therapy for Mysophobia: Evaluating the Efficacy of a Simulated Sneeze Intervention

Fuente: arXiv
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Hauptverfasser: Hossan, Md Mosharaf, Tasnim, Rifat Ara, Eishita, Farjana Z
Format: Preprint
Veröffentlicht: 2025
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author Hossan, Md Mosharaf
Tasnim, Rifat Ara
Eishita, Farjana Z
author_facet Hossan, Md Mosharaf
Tasnim, Rifat Ara
Eishita, Farjana Z
contents Mysophobia, or the fear of germs, is a prevalent anxiety disorder that significantly impacts daily life. This study investigates the potential of a gamified virtual reality (VR) intervention to simulate contamination-related scenarios and assess their emotional and psychological effects. A VR game based sneeze simulation was developed to evaluate its influence on participants' emotional states. Seven participants completed two versions of the game: a baseline version and an experimental version featuring the sneeze simulation. Emotional responses were measured using the Positive and Negative Affect Schedule (PANAS) and State-Trait Anxiety Inventory - State (STAI-S) questionnaires. The results revealed slight increases in negative affect and anxiety levels during the sneeze simulation. Also, a reduction in positive affect was revealed. However, these differences were not statistically significant (p > 0.05). This is likely due to small sample sizes, a lack of grossness in the simulation, or participants not being clinically mysophobes. This exploratory study highlights the potential of VR-based interventions for understanding and addressing contamination-related anxieties. It provides a foundation for future research with larger and more diverse participant pools.
format Preprint
id arxiv_https___arxiv_org_abs_2511_14118
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Gamified Virtual Reality Exposure Therapy for Mysophobia: Evaluating the Efficacy of a Simulated Sneeze Intervention
Hossan, Md Mosharaf
Tasnim, Rifat Ara
Eishita, Farjana Z
Human-Computer Interaction
Mysophobia, or the fear of germs, is a prevalent anxiety disorder that significantly impacts daily life. This study investigates the potential of a gamified virtual reality (VR) intervention to simulate contamination-related scenarios and assess their emotional and psychological effects. A VR game based sneeze simulation was developed to evaluate its influence on participants' emotional states. Seven participants completed two versions of the game: a baseline version and an experimental version featuring the sneeze simulation. Emotional responses were measured using the Positive and Negative Affect Schedule (PANAS) and State-Trait Anxiety Inventory - State (STAI-S) questionnaires. The results revealed slight increases in negative affect and anxiety levels during the sneeze simulation. Also, a reduction in positive affect was revealed. However, these differences were not statistically significant (p > 0.05). This is likely due to small sample sizes, a lack of grossness in the simulation, or participants not being clinically mysophobes. This exploratory study highlights the potential of VR-based interventions for understanding and addressing contamination-related anxieties. It provides a foundation for future research with larger and more diverse participant pools.
title Gamified Virtual Reality Exposure Therapy for Mysophobia: Evaluating the Efficacy of a Simulated Sneeze Intervention
topic Human-Computer Interaction
url https://arxiv.org/abs/2511.14118