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通过心理健康类别在 STEAM 上发现的虚拟现实 (VR) 游戏的流行情况:商业平台上 VR 作为治疗工具的初探。

Prevalence of virtual reality (VR) games found through mental health categories on STEAM: a first look at VR on commercial platforms as tools for therapy.

机构信息

Region Västra Götaland, Psykiatri Affektiva, Department of Psychiatry, Sahlgrenska University Hospital, Gothenburg, Sweden.

Institute of Neuroscience and Physiology, University of Gothenburg, Gothenburg, Sweden.

出版信息

Nord J Psychiatry. 2022 Aug;76(6):474-485. doi: 10.1080/08039488.2021.2003859. Epub 2021 Dec 1.

Abstract

BACKGROUND

Immersive virtual reality (VR) games are increasingly becoming part of everyday life. Several studies support immersive VR technology as a treatment method for mental health problems. There is however little insight into the prevalence of commercially available VR games for treatment of mental health problems on commercial platforms such as STEAM, and to what extent they can be used as tools for treatment or add-on treatment of mental health problems.

OBJECTIVE

The aim of this study was to take a first look at the prevalence and overview of content of commercially available games. The games were found using search words related to psychiatric diagnosis or care.

METHODS

We performed a search for keywords related to symptoms, diagnosis, and treatment strategies of mental health problems. The search was performed November 2020 on STEAM. A scheme was created for elimination and inclusion of games, eliminating those games which were irrelevant to mental health or had triggering elements such as violence, excessive movement which could trigger nausea, horror and pornographic imagery.

RESULTS

In total, 735 hits were found, 565 unique games. After the games were reviewed for content trailers, descriptions and screenshots, 32%, i.e. 182 games passed the inclusion criteria. Majority of the games which were excluded were either not connected to mental health, contained violence, adult content or were in other ways irrelevant or inappropriate.

CONCLUSIONS

Commercial platforms are only at the beginning of the development towards therapeutic content. Currently the quality and usability for therapeutic use is scarce but holds great potential.

摘要

背景

沉浸式虚拟现实(VR)游戏越来越成为日常生活的一部分。有几项研究支持将沉浸式 VR 技术作为心理健康问题的治疗方法。然而,对于商业平台(如 STEAM)上可用于治疗心理健康问题的商业 VR 游戏的流行程度以及它们在多大程度上可以用作心理健康问题的治疗工具或附加治疗工具,我们的了解甚少。

目的

本研究旨在首次了解可用于治疗心理健康问题的商业游戏的流行程度和内容概述。使用与精神科诊断或护理相关的搜索词来查找游戏。

方法

我们针对心理健康问题的症状、诊断和治疗策略相关的关键词进行了搜索。该搜索于 2020 年 11 月在 STEAM 上进行。创建了一个用于消除和包含游戏的方案,排除了那些与心理健康无关或具有触发元素(如暴力、可能引起恶心、恐怖和色情图像的过度运动)的游戏。

结果

总共发现了 735 个搜索结果,其中有 565 个独特的游戏。在对游戏的内容(预告片、描述和屏幕截图)进行审查后,有 32%,即 182 个游戏符合纳入标准。被排除的大多数游戏要么与心理健康无关,要么包含暴力、成人内容或以其他方式不相关或不合适。

结论

商业平台仅处于开发治疗内容的初期。目前,治疗用途的质量和可用性很少,但潜力巨大。

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