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探索STAND-VR干预的内容:一项定性访谈研究。

Exploring the content of the STAND-VR intervention: A qualitative interview study.

作者信息

Healy David, Carr Emma, Conlan Owen, Browne Anne C, Walsh Jane C

机构信息

School of Psychology, University of Galway, Ireland.

Amara Therapeutics, Galway, Ireland.

出版信息

PLOS Digit Health. 2023 Mar 13;2(3):e0000210. doi: 10.1371/journal.pdig.0000210. eCollection 2023 Mar.

Abstract

Prolonged sedentary behaviour has been identified as a potential independent contributor to a number of chronic conditions as well as mortality. The integration of digital technology into health behaviour change interventions has been shown to contribute to increases in physical activity levels, reductions in time spent sedentary, reductions in systolic blood pressure and improvements physical functioning. Recent evidence suggests that older adults could be motivated to adopt a technology such as immersive virtual reality (IVR) due to the added agency it can potentially afford them in their lives through physical and social activities offered in IVR. To date, little research has attempted to integrate health behaviour change content into an immersive virtual environment. This study aimed to qualitatively explore older adults' perspectives on the content of a novel intervention, STAND-VR, and how it could be integrated into an immersive virtual environment. This study was reported using the COREQ guidelines. Twelve participants aged between 60 and 91 years took part. Semi-structured interviews were conducted and analysed. Reflexive thematic analysis was the chosen method of analysis. Three themes were developed, "Immersive Virtual Reality: The Cover versus the Contents", "Ironing Out the (Behavioural) Details" and, "When Two Worlds Collide". These themes offer insights into how retired and non-working adults perceived IVR before and after use, how they would like to learn how to use IVR, the content and people they would like to interact with and finally, their beliefs about their sedentary activity and using IVR. These findings will contribute to future work which aims to design IVR experiences that are more accessible to retired and non-working adults, offering greater agency to take part in activities that reduce sedentary behaviour and improve associated health outcomes and, importantly, offer further opportunity to take part in activities they can ascribe greater meaning to.

摘要

长期久坐行为已被确认为导致多种慢性疾病以及死亡率上升的一个潜在独立因素。将数字技术融入健康行为改变干预措施已被证明有助于提高身体活动水平、减少久坐时间、降低收缩压并改善身体机能。最近的证据表明,老年人可能会因沉浸式虚拟现实(IVR)技术在生活中通过其提供的身体和社交活动赋予他们更多自主权而被激励采用该技术。迄今为止,很少有研究尝试将健康行为改变内容融入沉浸式虚拟环境。本研究旨在定性探索老年人对一种新型干预措施STAND-VR内容的看法,以及该内容如何融入沉浸式虚拟环境。本研究按照COREQ指南进行报告。12名年龄在60至91岁之间的参与者参与了研究。进行了半结构化访谈并加以分析。采用了反思性主题分析法。形成了三个主题:“沉浸式虚拟现实:表象与内涵”、“梳理(行为)细节”以及“当两个世界碰撞时”。这些主题揭示了退休和无工作的成年人在使用IVR之前和之后对它的认知、他们希望如何学习使用IVR、他们想要与之互动的内容和人物,以及他们对自己久坐行为和使用IVR的看法。这些研究结果将有助于未来的工作,即旨在设计出退休和无工作的成年人更容易接触到的IVR体验,提供更多机会让他们参与减少久坐行为并改善相关健康结果的活动,并且重要的是,提供更多机会让他们参与更有意义的活动。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/183f/10010507/58af8d494a41/pdig.0000210.g001.jpg

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