VR-CBT Intervention
cognitive nervous system
VR-CBT is a research-based digital treatment that combines immersive interactive video game technology with applied behavior analysis and sensory integration training. By precisely constructing sensitive motor nerve stimulation methods, this intervention could selectively engage the brain’s cognitive nervous system and increase children’s ability to process and respond to information. Interventions were conducted using a desktop computer (Lenovo) and a light-emitting diode floor tile screen (3 m × 3 m) with a resolution of P3.91, surrounded by guardrails and walls. The content displayed by the computer was projected onto the floor tile screen. We established a database for those who received the VR-CBT intervention. The therapist entered the participant identifier and frequency at each session. VR-CBT consists of 3 scenes (Three game scenes (computer-displayed) in virtual reality–incorporated cognitive behavioral therapy. Participants need to follow the correct instructions to earn scores. (A) Underwater World: The participant has to step on the red fish without glasses in order to score points. (B) Sky Balloons: The participant is instructed to step on the red balloon with no expression. (C) Rural Gophers: The participant is instructed to step on gophers without glasses or hats. Scores will be deducted if the participant makes the wrong decision.Process of the Underwater World game. (A) The participant has to run toward a red fish and step on it after observing it carefully and waiting patiently. (B) Correct actions are rewarded with scores shown in green, but if the participant does not choose correctly, points are deducted in red from the score. (C) When the participant achieves 5 points, he or she receives a gold bar (upper right). (D) When the participant plays the game according to the instructions, the top corner is filled with gold bars.