Gamified Virtual Reality Exposure Therapy for Mysophobia: Evaluating the Efficacy of a Simulated Sneeze Intervention
November 18, 2025 Β· Declared Dead Β· π 2025 Intermountain Engineering, Technology and Computing (IETC)
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Authors
Md Mosharaf Hossan, Rifat Ara Tasnim, Farjana Z Eishita
arXiv ID
2511.14118
Category
cs.HC: Human-Computer Interaction
Citations
1
Venue
2025 Intermountain Engineering, Technology and Computing (IETC)
Last Checked
4 months ago
Abstract
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.
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