Jerdan Shaun W, Grindle Mark, van Woerden Hugo C, Kamel Boulos Maged N
Department of Digital Health, Centre for Health Science, University of the Highlands and Islands, Inverness, United Kingdom.
Public Health Directorate, NHS Highland, Inverness, United Kingdom.
JMIR Serious Games. 2018 Jul 6;6(3):e14. doi: 10.2196/games.9226.
eHealth interventions are becoming increasingly used in public health, with virtual reality (VR) being one of the most exciting recent developments. VR consists of a three-dimensional, computer-generated environment viewed through a head-mounted display. This medium has provided new possibilities to adapt problematic behaviors that affect mental health. VR is no longer unaffordable for individuals, and with mobile phone technology being able to track movements and project images through mobile head-mounted devices, VR is now a mobile tool that can be used at work, home, or on the move.
In line with recent advances in technology, in this review, we aimed to critically assess the current state of research surrounding mental health.
We compiled a table of 82 studies that made use of head-mounted devices in their interventions.
Our review demonstrated that VR is effective in provoking realistic reactions to feared stimuli, particularly for anxiety; moreover, it proved that the immersive nature of VR is an ideal fit for the management of pain. However, the lack of studies surrounding depression and stress highlight the literature gaps that still exist.
Virtual environments that promote positive stimuli combined with health knowledge could prove to be a valuable tool for public health and mental health. The current state of research highlights the importance of the nature and content of VR interventions for improved mental health. While future research should look to incorporate more mobile forms of VR, a more rigorous reporting of VR and computer hardware and software may help us understand the relationship (if any) between increased specifications and the efficacy of treatment.
电子健康干预措施在公共卫生领域的应用越来越广泛,虚拟现实(VR)是近期最令人兴奋的发展之一。VR由通过头戴式显示器观看的三维计算机生成环境组成。这种媒介为改变影响心理健康的问题行为提供了新的可能性。VR对个人来说不再遥不可及,随着手机技术能够通过移动头戴式设备跟踪运动和投射图像,VR现在成为一种可在工作、家庭或出行时使用的移动工具。
为跟上技术的最新进展,在本综述中,我们旨在批判性地评估围绕心理健康的研究现状。
我们编制了一份包含82项在干预中使用头戴式设备的研究的表格。
我们的综述表明,VR能有效引发对恐惧刺激的真实反应,尤其是对焦虑;此外,事实证明VR的沉浸式特性非常适合疼痛管理。然而,围绕抑郁症和压力的研究匮乏凸显了仍然存在的文献空白。
促进积极刺激并结合健康知识的虚拟环境可能成为公共卫生和心理健康的宝贵工具。研究现状凸显了VR干预的性质和内容对改善心理健康的重要性。虽然未来研究应考虑纳入更多移动形式的VR,但对VR以及计算机硬件和软件进行更严格的报告可能有助于我们理解更高规格与治疗效果之间的关系(如果有的话)。