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利用虚拟现实促进住院儿童和青少年的情绪健康:一项随机对照试验的可用性和可接受性

Promoting Emotional Well-being in Hospitalized Children and Adolescents With Virtual Reality: Usability and Acceptability of a Randomized Controlled Trial.

作者信息

Flujas-Contreras Juan M, Ruiz-Castañeda Dyanne, Gómez Inmaculada

机构信息

Author Affiliations: Department of Personality, Evaluation and Psychological Treatments and Health Research Centre, University of Almeria (Drs Flujas-Contreras and Gómez); and Andalusian Public Foundation for Biomedical Research in Eastern Andalusia, Alejandro Otero-FIBAO (Ms Ruiz-Castañeda), Spain.

出版信息

Comput Inform Nurs. 2020 Feb;38(2):99-107. doi: 10.1097/CIN.0000000000000586.

DOI:10.1097/CIN.0000000000000586
PMID:31895058
Abstract

The aim of this study was to describe and compare small-sized preliminary data on the usability and acceptability of a randomized controlled trial. This study compares a one-to-one cognitive-behavioral treatment and a virtual reality treatment for children and adolescents hospitalized for long-term physical conditions. The final sample was composed of 19 children and adolescents with chronic illness who were hospitalized. The sample was randomly allocated to two intervention groups: cognitive-behavioral usual treatment and virtual reality-based treatment. Participants in the virtual reality group demonstrated higher perceived efficacy scores for every treatment component than for traditional treatment. Statistically significant differences were found for the total usability and acceptability scores. Participants in the virtual reality group show high acceptability of all the virtual environments. The components and environments of virtual reality were well accepted. The virtual reality program received high scores in immersion, feasibility of use, and sense of reality. Technology-based treatments, that is, virtual reality, can provide motivational benefits in relation to traditional treatments.

摘要

本研究的目的是描述和比较关于一项随机对照试验的可用性和可接受性的小型初步数据。本研究比较了一对一认知行为疗法和虚拟现实疗法对因长期身体疾病住院的儿童和青少年的效果。最终样本由19名住院的患有慢性病的儿童和青少年组成。样本被随机分配到两个干预组:认知行为常规治疗组和虚拟现实治疗组。虚拟现实组的参与者在每种治疗成分上的感知疗效得分均高于传统治疗。在总体可用性和可接受性得分上发现了统计学上的显著差异。虚拟现实组的参与者对所有虚拟环境表现出高度的可接受性。虚拟现实的组件和环境得到了很好的接受。虚拟现实程序在沉浸感、使用可行性和真实感方面获得了高分。基于技术的治疗方法,即虚拟现实,相对于传统治疗方法可以提供激励优势。

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