Faculty of Business, Justice and Behavioural Sciences, Charles Sturt University, Bathurst, Australia.
Cyberpsychology Research Group, Faculty of Medicine and Health, The University of Sydney, Sydney, Australia.
Cyberpsychol Behav Soc Netw. 2021 Oct;24(10):633-641. doi: 10.1089/cyber.2021.0090. Epub 2021 Sep 24.
Acute and chronic psychological distress are prevalent during adolescence and can have negative impacts on adolescents in all life domains. The aim of this systematic review was to appraise the use of virtual reality (VR) interventions to manage symptoms of psychological distress symptoms among adolescents. MEDLINE, PubMed, PsycINFO, and Scopus databases were searched up to June 2020. Available citations were de-duplicated and screened by two authors using title and abstract information. A total of 301 articles were retained for full-text evaluation next to eligibility criteria. Empirical studies of all designs and comparator groups were included if these appraised the impact of an immersive VR intervention on any standardized measure indicative of psychological distress in an adolescent sample. Data were extracted into a standardized coding sheet. Results were tabulated and discussed with a narrative synthesis due to the heterogeneity between studies. A total of seven studies met inclusion criteria. There were four randomized controlled trials and three uncontrolled pilot studies on new VR interventions. Distress-related issues included: state-anxiety, venepuncture, risk taking, public speaking anxiety, social anxiety disorder, sexual victimization, and chemotherapy administration. All studies reported significant changes on outcome measures after VR treatment. Six studies reported small-to-large reductions in symptoms. The average attrition rate was 3.6 percent during the active VR treatment phase. Treatment acceptability was high in the studies that assessed user engagement factors. The VR technology can provide a safe, rapidly efficacious, and acceptable treatment modality for managing psychological distress in several key adolescent populations.
急性和慢性心理困扰在青少年中很普遍,会对青少年所有生活领域产生负面影响。本系统评价的目的是评估虚拟现实(VR)干预在管理青少年心理困扰症状中的应用。截至 2020 年 6 月,我们检索了 MEDLINE、PubMed、PsycINFO 和 Scopus 数据库。使用标题和摘要信息,由两名作者对可用引文进行去重和筛选。接下来根据纳入标准,共有 301 篇文章被保留进行全文评估。如果这些研究评估了沉浸式 VR 干预对青少年样本中任何标准化心理困扰指标的影响,则纳入所有设计和对照组别的实证研究。将数据提取到标准化编码表中。由于研究之间存在异质性,因此对结果进行了列表和讨论,并进行了叙述性综合。共有 7 项研究符合纳入标准。有 4 项随机对照试验和 3 项新 VR 干预的非对照试点研究。与困扰相关的问题包括:状态焦虑、静脉穿刺、冒险行为、公开演讲焦虑、社交焦虑障碍、性受害和化疗管理。所有研究在 VR 治疗后报告了结果测量上的显著变化。6 项研究报告了症状的小到大幅度减少。在主动 VR 治疗阶段,平均辍学率为 3.6%。在评估用户参与因素的研究中,治疗可接受性较高。VR 技术可为管理几个关键青少年群体的心理困扰提供一种安全、快速有效的可接受的治疗方式。