2 research outputs found
An interactive 3D virtual environment to reduce the public speaking anxiety levels of novice software engineers
Software engineering is a set of activities that relies no only on technical tasks but also requires abilities focused on social
duties such as daily meetings and product introduction presentations. However, engineers may experience elevated levels of
anxiety when required to present their work in an unfamiliar environment. More specifically, they may suffer from public speaking
anxiety even though they are supposed to be effective in those social tasks as well as in their engineering activities. Fortunately,
previous studies suggest that virtual exposure therapy is an effective strategy to reduce public speaking anxiety. In this study, an
interactive 3D virtual environment similar to real classrooms and auditoriums was developed to examine if this might decrease
the anxiety levels of novice software engineers. To compare traditional and virtual exposure therapy, the sample set (N = 14)
was divided equally into 2 groups including one experimental group and one control group. For 4 weeks, the virtual exposure
therapy was conducted in the experimental group whereas psychoeducation was used in the control group. The findings from our
study illustrate that virtual exposure therapy may be represent an alternative solution to the traditional therapeutic intervention for
software engineers seeking to overcome public presentation anxiet
Internet Gaming Disorder and Treatment Approaches: A Systematic Review
The purpose of this systematic review is to investigate the phenomenology of the psychiatric diagnosis of Internet Gaming Disorder (IGD), which has a serious potential, through the physical and psychosocial impacts of recent candidates for its diagnosis, followed by current treatment approaches for this problem. Using specific terms, a comprehensive database search of PsychINFO, ScienceDirect, Wiley Online Library, Web of Science, and PubMed was conducted to access particular studies that examine treatment interventions for IGD. All searches have been limited to full text papers published between 2000 and 2017. Six eligible treatment studies fulfilling the criteria of preferred reporting items for systematic reviews and meta-analyses (PRISMA) as an international guideline were included in the literature review. The evaluation criteria of the IGD were observed to differ among studies and the current samples to consist predominantly of males in adolescence to young adulthood. The findings on interventions indicate that different treatment modalities show successful results in reducing IGD symptoms and the time spent playing games, as well as on addictive individuals' progress regarding verbal expression. The general impressions of this systematic review are that although technology seems to facilitate life, Internet use and gaming habits at the same time can easily turn into a serious psychiatric problem. On the other hand, relatively little is known about IGD with a rather limited number of studies describing, assessing, and treating this problem. However, increasing information about this disorder is crucial for developing specific interventions. Thus, conducting additional research in Turkey as well as the world is essential for understanding IGD's nature and how to treat it