Rodríguez-Rivas Matías E, Cangas Adolfo J, Cariola Laura A, Varela Jorge J, Valdebenito Sara
Facultad de Psicología, Universidad del Desarrollo, Santiago, Chile.
Department of Psychology, Health Research Centre, University of Almería, Almería, Spain.
JMIR Serious Games. 2022 May 30;10(2):e35099. doi: 10.2196/35099.
Stigma toward people with mental illness presents serious consequences for the impacted individuals, such as social exclusion and increased difficulties in the recovery process. Recently, several interventions have been developed to mitigate public stigma, based on the use of innovative technologies, such as virtual reality and video games.
This review aims to systematically review, synthesize, measure, and critically discuss experimental studies that measure the effect of technological interventions on stigmatization levels.
This systematic review and meta-analysis was based on PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-analyses) guidelines and included studies in English and Spanish published between 2016 and 2021. Searches were run in 5 different databases (ie, PubMed, PsycInfo, Scopus, Cochrane Library, and ScienceDirect). Only randomized controlled trials were included. Two independent reviewers determined the eligibility, extracted data, and rated methodological quality of the studies. Meta-analyses were performed using the Comprehensive Meta-Analysis software.
Based on the 1158 articles screened, 72 articles were evaluated as full text, of which 9 were included in the qualitative and quantitative syntheses. A diversity of interventions was observed, including video games, audiovisual simulation of hallucinations, virtual reality, and electronic contact with mental health services users. The meta-analysis (n=1832 participants) demonstrated that these interventions had a consistent medium effect on reducing the level of public stigma (d=-0.64; 95% CI 0.31-0.96; P<.001).
Innovative interventions involving the use of technologies are an effective tool in stigma reduction, therefore new challenges are proposed and discussed for the demonstration of their adaptability to different contexts and countries, thus leading to their massification.
PROSPERO International Prospective Register of Systematic Reviews CRD42021261935; https://www.crd.york.ac.uk/prospero/display_record.php?ID=CRD42021261935.
对患有精神疾病的人的污名化给受影响的个体带来了严重后果,如社会排斥以及康复过程中困难增加。最近,基于虚拟现实和电子游戏等创新技术,已经开发了几种干预措施来减轻公众污名。
本综述旨在系统地回顾、综合、衡量并批判性地讨论测量技术干预对污名化程度影响的实验研究。
本系统综述和荟萃分析基于PRISMA(系统综述和荟萃分析的首选报告项目)指南,纳入了2016年至2021年间发表的英文和西班牙文研究。在5个不同的数据库(即PubMed、PsycInfo、Scopus、Cochrane图书馆和ScienceDirect)中进行检索。仅纳入随机对照试验。两名独立评审员确定研究的合格性、提取数据并对研究的方法学质量进行评分。使用Comprehensive Meta-Analysis软件进行荟萃分析。
基于筛选的1158篇文章,72篇文章被评估为全文,其中9篇纳入定性和定量综合分析。观察到多种干预措施,包括电子游戏、幻觉的视听模拟、虚拟现实以及与精神卫生服务使用者的电子接触。荟萃分析(n = 1832名参与者)表明,这些干预措施在降低公众污名程度方面具有一致的中等效果(d = -0.64;95% CI 0.31 - 0.96;P <.001)。
涉及技术使用的创新干预措施是减少污名的有效工具,因此提出并讨论了新的挑战,以证明其对不同背景和国家的适应性,从而实现其广泛应用。
PROSPERO国际前瞻性系统综述注册库CRD42021261935;https://www.crd.york.ac.uk/prospero/display_record.php?ID=CRD42021261935 。