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沉浸式虚拟现实运动游戏对大学生焦虑、抑郁和感知压力的影响:初步可行性和可用性研究

Effects of an Immersive Virtual Reality Exergame on University Students' Anxiety, Depression, and Perceived Stress: Pilot Feasibility and Usability Study.

作者信息

Xu Wenge, Liang Hai-Ning, Baghaei Nilufar, Ma Xiaoyue, Yu Kangyou, Meng Xuanru, Wen Shaoyue

机构信息

Digital Media Technology Lab, School of Computing and Digital Technology, Birmingham City University, Birmingham, United Kingdom.

Department of Computing, School of Advanced Technology, Xi'an Jiaotong-Liverpool University, Suzhou, China.

出版信息

JMIR Serious Games. 2021 Nov 22;9(4):e29330. doi: 10.2196/29330.

Abstract

BACKGROUND

In recent years, there has been an increase in the number of students with depression, anxiety, and perceived stress. A solution that has been increasingly used for improving health and well-being is exergaming. The effects and acceptability of exergames have been studied widely but mostly with older adults. The feasibility and usability of exergames among university students, especially those of immersive virtual reality (iVR) exergames, remain unexplored.

OBJECTIVE

This study aimed to explore the feasibility of a 6-week iVR exergame-based intervention in reducing anxiety, depression, and perceived stress among university students and to examine the usability and acceptability of such games.

METHODS

A total of 31 university students were recruited to participate in a 6-week study in which they needed to play a boxing-style iVR exergame called FitXR (FitXR Limited) twice per week (30 minutes per session). Their anxiety (Beck Anxiety Inventory), depression (Beck Depression Inventory-II), and perceived stress (Perceived Stress Scale) levels were measured before and after intervention.

RESULTS

A total of 15 participants completed the 6-week study. Our results suggested that participants' mean depression scores decreased significantly from 8.33 (SD 5.98) to 5.40 (SD 5.14) after the intervention (P=.01). In addition, most participants (14/15, 93%) believed that the iVR exergame has good usability. Furthermore, most participants (14/15, 93%) were satisfied with the iVR gameplay experience and would play the iVR exergame again in the future. Of the 15 participants, 11 (73%) would recommend the iVR exergame to their friends.

CONCLUSIONS

The results gained from this study show that the iVR exergame has good usability, is highly acceptable, and has the potential to reduce depression levels among university students.

摘要

背景

近年来,患有抑郁症、焦虑症和感知压力的学生人数有所增加。一种越来越多地用于改善健康和幸福感的解决方案是运动游戏。运动游戏的效果和可接受性已得到广泛研究,但大多是针对老年人。运动游戏在大学生中的可行性和可用性,尤其是沉浸式虚拟现实(iVR)运动游戏,仍未得到探索。

目的

本研究旨在探讨基于iVR运动游戏的为期6周的干预措施在减轻大学生焦虑、抑郁和感知压力方面的可行性,并检验此类游戏的可用性和可接受性。

方法

共招募了31名大学生参加一项为期6周的研究,他们需要每周玩两次一款名为FitXR(FitXR Limited)的拳击风格iVR运动游戏(每次30分钟)。在干预前后测量他们的焦虑(贝克焦虑量表)、抑郁(贝克抑郁量表第二版)和感知压力(感知压力量表)水平。

结果

共有15名参与者完成了为期6周的研究。我们的结果表明,干预后参与者的平均抑郁得分从8.33(标准差5.98)显著降至5.40(标准差5.14)(P = 0.01)。此外,大多数参与者(14/15,93%)认为iVR运动游戏具有良好的可用性。此外,大多数参与者(14/15,93%)对iVR游戏体验感到满意,并愿意在未来再次玩iVR运动游戏。在15名参与者中,11名(73%)会向他们的朋友推荐iVR运动游戏。

结论

本研究结果表明,iVR运动游戏具有良好的可用性,高度可接受,并且有可能降低大学生的抑郁水平。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/cd39/8663481/e6e5512750ed/games_v9i4e29330_fig1.jpg

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