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Hauptverfasser: Yamoah, Kwabena, Dykeman, Cass
Format: Preprint
Veröffentlicht: 2025
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Online-Zugang:https://arxiv.org/abs/2512.06656
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author Yamoah, Kwabena
Dykeman, Cass
author_facet Yamoah, Kwabena
Dykeman, Cass
contents VR in the treatment of clinical concerns such as generalized anxiety disorder or social anxiety. VR has created additional pathways to support patient well-being and care. Understanding online discussion of what users think about this technology may further support its efficacy. The purpose of this study was to employ a corpus linguistic methodology to identify the words and word networks that shed light on the online discussion of virtual reality and anxiety. Using corpus linguistics, frequently used words in discussion along with collocation were identified by utilizing Sketch Engine software. The results of the study, based upon the English Trends corpus, identified VR, Oculus, and headset as the most frequently discussed within the VR and anxiety subcorpus. These results point to the development of the virtual system, along with the physical apparatus that makes viewing and engaging with the virtual environment possible. Additional results point to collocation of prepositional phrases such as of virtual reality, in virtual reality, and for virtual reality relating to the design, experience, and development, respectively. These findings offer new perspective on how VR and anxiety together are discussed in general discourse and offer pathways for future opportunities to support counseling needs through development and accessibility. Keywords: anxiety disorders, corpus linguistics, Sketch Engine, and virtual reality VR
format Preprint
id arxiv_https___arxiv_org_abs_2512_06656
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle The Online Discourse of Virtual Reality and Anxiety
Yamoah, Kwabena
Dykeman, Cass
Computation and Language
Computation
VR in the treatment of clinical concerns such as generalized anxiety disorder or social anxiety. VR has created additional pathways to support patient well-being and care. Understanding online discussion of what users think about this technology may further support its efficacy. The purpose of this study was to employ a corpus linguistic methodology to identify the words and word networks that shed light on the online discussion of virtual reality and anxiety. Using corpus linguistics, frequently used words in discussion along with collocation were identified by utilizing Sketch Engine software. The results of the study, based upon the English Trends corpus, identified VR, Oculus, and headset as the most frequently discussed within the VR and anxiety subcorpus. These results point to the development of the virtual system, along with the physical apparatus that makes viewing and engaging with the virtual environment possible. Additional results point to collocation of prepositional phrases such as of virtual reality, in virtual reality, and for virtual reality relating to the design, experience, and development, respectively. These findings offer new perspective on how VR and anxiety together are discussed in general discourse and offer pathways for future opportunities to support counseling needs through development and accessibility. Keywords: anxiety disorders, corpus linguistics, Sketch Engine, and virtual reality VR
title The Online Discourse of Virtual Reality and Anxiety
topic Computation and Language
Computation
url https://arxiv.org/abs/2512.06656