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用于为有幻听症状的人提供心理治疗的虚拟现实人机交互界面:开发与可用性研究

Virtual Reality Human-Human Interface to Deliver Psychotherapy to People Experiencing Auditory Verbal Hallucinations: Development and Usability Study.

作者信息

Brander Mischa, Egger Stephan T, Hürlimann Noa, Seifritz Erich, Sumner Robert W, Vetter Stefan, Magnenat Stéphane

机构信息

Game Technology Center, Department of Computer Science, Eidgenössische Technische Hochschule Zürich, Zurich, Switzerland.

Psychotherapy and Psychosomatics, Department of Psychiatry, Psychiatric University Hospital of Zurich, University of Zürich, Zurich, Switzerland.

出版信息

JMIR Serious Games. 2021 Jun 1;9(2):e26820. doi: 10.2196/26820.

Abstract

BACKGROUND

Digital technologies have expanded the options for delivering psychotherapy, permitting for example, the treatment of schizophrenia using Avatar Therapy. Despite its considerable potential, this treatment method has not been widely disseminated. As a result, its operability and functionality remain largely unknown.

OBJECTIVE

We aimed to study the usability of a therapeutic virtual reality human-human interface, created in a game engine.

METHODS

Participants were psychiatric hospital staff who were introduced to the therapeutic platform in a hands-on session. The System Usability Scale (SUS) was employed for evaluation purposes. Statistical evaluation was conducted using descriptive statistics, the chi-square test, analysis of variance, and multilevel factor analysis.

RESULTS

In total, 109 staff members were introduced to the therapeutic tool and completed the SUS. The mean SUS global score was 81.49 (SD 11.1). Psychotherapists (mean 86.44, SD 8.79) scored significantly higher (F=6.136; P=.003) than nursing staff (mean 79.01, SD 13.30) and administrative personnel (mean 77.98, SD 10.72). A multilevel factor analysis demonstrates a different factor structure for each profession.

CONCLUSIONS

In all professional groups in this study, the usability of a digital psychotherapeutic tool developed using a game engine achieved the benchmark for an excellent system, scoring highest among the professional target group (psychotherapists). The usability of the system seems, to some extent, to be dependent on the professional background of the user. It is possible to create and customize novel psychotherapeutic approaches with gaming technologies and platforms.

TRIAL REGISTRATION

Clinicaltrials.gov NCT04099940; http://clinicaltrials.gov/ct2/show/NCT04099940.

摘要

背景

数字技术扩展了提供心理治疗的选择,例如允许使用阿凡达疗法治疗精神分裂症。尽管这种治疗方法有很大潜力,但尚未得到广泛传播。因此,其可操作性和功能在很大程度上仍不为人知。

目的

我们旨在研究在游戏引擎中创建的治疗性虚拟现实人机界面的可用性。

方法

参与者为精神病医院工作人员,他们在实践环节中接触了治疗平台。使用系统可用性量表(SUS)进行评估。采用描述性统计、卡方检验、方差分析和多水平因素分析进行统计评估。

结果

共有109名工作人员接触了该治疗工具并完成了SUS评估。SUS全球平均得分为81.49(标准差11.1)。心理治疗师(平均86.44,标准差8.79)的得分显著高于护理人员(平均79.01,标准差13.30)和行政人员(平均77.98,标准差10.72)(F = 6.136;P = 0.003)。多水平因素分析表明每个职业的因素结构不同。

结论

在本研究的所有专业组中,使用游戏引擎开发的数字心理治疗工具的可用性达到了优秀系统的基准,在专业目标群体(心理治疗师)中得分最高。该系统的可用性在某种程度上似乎取决于用户的专业背景。利用游戏技术和平台创建和定制新颖的心理治疗方法是可行的。

试验注册

Clinicaltrials.gov NCT04099940;http://clinicaltrials.gov/ct2/show/NCT04099940

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/d0cf/8207250/16ae96a29e72/games_v9i2e26820_fig1.jpg

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