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使用沉浸式虚拟现实空间让青少年和青年癌症患者参与治疗师指导的支持小组:一项前后对照研究的方案

Use of Immersive Virtual Reality Spaces to Engage Adolescent and Young Adult Patients With Cancer in Therapist-Guided Support Groups: Protocol for a Pre-Post Study.

作者信息

Marks Asher, Garbatini Amanda, Hieftje Kimberly, Puthenpura Vidya, Weser Veronica, Fernandes Claudia-Santi F

机构信息

Section of Pediatric Hematology/Oncology, Department of Pediatrics, Yale School of Medicine, New Haven, CT, United States.

Department of Social Work, Yale New Haven Hospital, New Haven, CT, United States.

出版信息

JMIR Res Protoc. 2023 Nov 9;12:e48761. doi: 10.2196/48761.

DOI:10.2196/48761
PMID:37943596
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC10667982/
Abstract

BACKGROUND

For adolescents and young adults, a cancer diagnoses can magnify feelings of social isolation at an inherently vulnerable developmental stage. Prior studies have highlighted the importance of peer groups during cancer treatment. Support groups help foster connection and resilience, but patients find in-person participation difficult due to a variety of factors. Additionally, physical changes brought on by cancer makes these patients hesitant to meet in person. The COVID-19 pandemic magnified these difficulties. Virtual reality (VR) allows for the creation of a therapist-curated, computer-generated social space that potentially enables support groups for this population.

OBJECTIVE

This protocol describes a pilot study examining the efficacy, feasibility, and acceptability of a social VR support group intervention for adolescent and young adult patients with cancer.

METHODS

We approached 20 participants aged 17-20 years, and 16 agreed to participate. Moreover, 1 participant dropped out due to hospitalization. Participants attended virtual, professionally facilitated support groups using Meta Quest VR headsets. The groups consisted of 4 participants and 1 facilitator, amounting to a total of 22 individual sessions. Each session lasted 45-60 minutes and took place weekly for 4-6 weeks. The primary aim of this study was to collect quantitative and qualitative data on the feasibility and acceptability of the intervention. Feasibility was measured through session participation rates and overall retention rates. The acceptability of the intervention was explored through brief in-person interviews with participants at the end of the final intervention session. The secondary aim of this study was to collect data on the preliminary efficacy of the intervention in decreasing symptoms of participant depression and anxiety and increasing positive affect and resiliency.

RESULTS

In total, 15 patients aged 17-20 years participated in 22 sessions between November 5, 2019, and July 8, 2021. The median age was 19 (IQR 17-20) years. Overall, 10 (62%) participants identified as male, 5 (31%) as female, and 1 (6%) as transgender female. Furthermore, 5 (31%) participants identified as Hispanic, 1 (6%) identified as non-Hispanic Asian, 3 (19%) identified as non-Hispanic Black, 6 (38%) identified as non-Hispanic White, and 1 (6%) identified as other race or ethnicity. Hematologic malignancies or bone marrow failure was the most common diagnosis (8/16, 50%). The mean attendance rate was 72.8% (SD 25.7%) and retention was 86.7% (SD 0.35%). Moreover, 45% (10/22) of sessions had to be postponed by a week or more due to unexpected participant scheduling issues.

CONCLUSIONS

The use of VR to deliver psychosocial support for adolescents and young adults with cancer may reduce common barriers associated with attending in-person peer support groups while improving quality-of-life measures. The data from this study will inform future studies focused on conducting VR support groups in other rare disease populations, including older adults with cancer.

INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): DERR1-10.2196/48761.

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2652/10667982/77c1e06b89ce/resprot_v12i1e48761_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2652/10667982/77c1e06b89ce/resprot_v12i1e48761_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2652/10667982/77c1e06b89ce/resprot_v12i1e48761_fig1.jpg
摘要

背景

对于青少年和青年而言,癌症诊断会在这个本身就脆弱的发育阶段加剧社交隔离感。先前的研究强调了同伴群体在癌症治疗期间的重要性。支持小组有助于促进联系和恢复力,但由于多种因素,患者发现亲自参与很困难。此外,癌症带来的身体变化使这些患者对面对面交流犹豫不决。新冠疫情加剧了这些困难。虚拟现实(VR)允许创建一个由治疗师策划、计算机生成的社交空间,这有可能为这一人群提供支持小组。

目的

本方案描述了一项试点研究,旨在检验针对青少年和青年癌症患者的社交VR支持小组干预措施的有效性、可行性和可接受性。

方法

我们招募了20名年龄在17至20岁之间的参与者,16人同意参与。此外,1名参与者因住院退出。参与者使用Meta Quest VR头戴设备参加由专业人员主持的虚拟支持小组。每个小组由4名参与者和1名主持人组成,共进行了22次个人会议。每次会议持续45至60分钟,每周进行一次,共进行4至6周。本研究的主要目的是收集关于该干预措施可行性和可接受性的定量和定性数据。通过会议参与率和总体留存率来衡量可行性。在最后一次干预会议结束时,通过与参与者进行简短的面对面访谈来探讨该干预措施的可接受性。本研究的次要目的是收集关于该干预措施在减轻参与者抑郁和焦虑症状以及增加积极情绪和恢复力方面的初步有效性的数据。

结果

共有15名年龄在17至20岁之间的患者在2019年11月5日至2021年7月8日期间参加了22次会议。中位年龄为19岁(四分位间距17 - 20岁)。总体而言,10名(62%)参与者为男性,5名(31%)为女性,1名(6%)为跨性别女性。此外,5名(31%)参与者为西班牙裔,1名(6%)为非西班牙裔亚裔,3名(19%)为非西班牙裔黑人,6名(38%)为非西班牙裔白人,1名(6%)为其他种族或族裔。血液系统恶性肿瘤或骨髓衰竭是最常见的诊断(8/16,50%)。平均出席率为72.8%(标准差25.7%),留存率为86.7%(标准差0.35%)。此外,由于意外的参与者日程安排问题,45%(10/22)的会议不得不推迟一周或更长时间。

结论

使用VR为青少年和青年癌症患者提供心理社会支持可能会减少与参加面对面同伴支持小组相关的常见障碍,同时改善生活质量指标。本研究的数据将为未来针对其他罕见病群体(包括老年癌症患者)开展VR支持小组的研究提供参考。

国际注册报告识别码(IRRID):DERR1-10.2196/48761。

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