Abstract Background Anxiety disorder is a common mental disorder, with core symptoms including persistent tension, fear, and avoidance behavior, severely impacting patients' daily lives and social functioning. Traditional interventions primarily involve medication and cognitive behavioral therapy, but these suffer from limitations such as insufficient scenario simulation and low patient adherence. Virtual Reality (VR) interactive games, with their immersive experience and engaging interactions, can simulate real-life anxiety scenarios for exposure exercises, while gamification enhances therapeutic engagement. Current research lacks systematic validation of the anxiety-relieving effects of VR interactive games; therefore, this study aims to explore its application value and provide a basis for optimizing anxiety disorder intervention programs. Methods Ninety patients with anxiety disorder, all without serious physical illness or cognitive impairment, were selected for this study and divided into a VR game group and a control group, with 30 patients in each group. The VR game group received a combined intervention of VR interactive games and routine psychological counseling, while the control group maintained routine psychological counseling. The intervention period was 3 months. The Self-Rating Anxiety Scale (SAS), Hamilton Anxiety Rating Scale (HAMA), and Connor-Davidson Resilience Scale (CD-RISC) were used for assessment at baseline and after the intervention. Data are expressed as mean ± standard deviation. Independent samples t-tests were used to analyze differences between groups, and Cronbach's α coefficient was used to test the reliability of the scales. Results Table 1 shows good reliability and validity, with a total Cronbach's α coefficient of 0.91 and α coefficients for each dimension ranging from 0.83 to 0.88. At baseline, there were no significant differences in SAS, HAMA, and CD-RISC scores among the three groups (p.05). After intervention, the VR game group showed the best improvement, with SAS scores decreasing from 65.4 ± 7.3 to 34.2 ± 5.6 (p.001) and HAMA scores decreasing from 23.8 ± 4.1 to 9.3 ± 3.4 (p.001), both significantly lower than the control group. CD-RISC scores increased from 45.6 ± 6.7 to 72.8 ± 5.8 (p.001), significantly higher than the control group (p.01). Discussion The results show that VR-based interactive game design has a significant effect on alleviating symptoms of anxiety disorders, and the combined intervention with conventional psychological counseling yields the best results. This model enriches non-pharmacological intervention methods for anxiety disorders. In the future, the sample size can be expanded, the follow-up period extended, and the design of VR game scenes and difficulty optimized. Personalized programs can be developed for different types of anxiety disorders (such as social anxiety and specific phobias) to further improve the accuracy and long-term effectiveness of interventions. Funding No. 415.
Xiaoming Zhang (Sun,) studied this question.