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Improving Social Isolation and Loneliness Among Adolescents With Physical Disabilities Through Group-Based Virtual Reality Gaming: Feasibility Pre-Post Trial Study.

作者信息

Lai Byron, Young Raven, Craig Mary, Chaviano Kelli, Swanson-Kimani Erin, Wozow Cynthia, Davis Drew, Rimmer James H

机构信息

Division of Pediatric Rehabilitation Medicine, Department of Pediatrics, University of Alabama at Birmingham, Birmingham, AL, United States.

Dean's Office, School of Health Professions, University of Alabama at Birmingham, Birmingham, AL, United States.

出版信息

JMIR Form Res. 2023 Dec 6;7:e47630. doi: 10.2196/47630.


DOI:10.2196/47630
PMID:38055309
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC10733831/
Abstract

BACKGROUND: Adolescents with disabilities experience alarmingly higher rates of depression and isolation than peers without disabilities. There is a need to identify interventions that can improve mental health and isolation among this underserved population. Innovations in virtual reality (VR) gaming "standalone" headsets allow greater access to immersive high-quality digital experiences, due to their relatively low cost. OBJECTIVE: This study had three purposes, which were to (1) examine the preliminary effects of a low-cost, home-based VR multiplayer recreation and socialization on depression, socialization, and loneliness; (2) quantify the acceptability of the program as measured by participant adherence, total play time, and exercise time; and (3) identify and describe behavioral mechanisms that affected participant engagement. METHODS: This was a single-group, pre- to postdesign trial. The intervention was conducted at home. Participants were recruited from a children's hospital. The intervention lasted 4 weeks and included 2×1-hour sessions per week of supervised peer-to-peer gaming. Participants used the Meta Quest 2 headset to meet peers and 2 coaches in a private party held digitally. Aim 1 was evaluated with the Children's Depression Inventory 2 Short Form and the University of California, Los Angeles Loneliness Scale 20 items, which are measures of social isolation and loneliness, respectively. Aim 2 was evaluated through the following metrics: participant adherence, the types of games played, friendship building and playtime, and program satisfaction and enjoyment. RESULTS: In total, 12 people enrolled (mean age 16.6, SD 1.8 years; male: n=9 and female: n=3), and 8 people completed the program. Mean attendance for the 8 participants was 77% (49 sessions of 64 total possible sessions; mean 6, SD 2 sessions). A trend was observed for improved Children's Depression Inventory 2 Short Form scores (mean preintervention score 7.25, SD 4.2; mean postintervention score 5.38, SD 4.1; P=.06; effect size=0.45, 95% CI -0.15 to 3.9), but this was not statistically significant; no difference was observed for University of California, Los Angeles Loneliness Scale 20 items scores. Most participants (7/8, 88%) stated that they became friends with a peer in class; 50% (4/8) reported that they played with other people. Participants reported high levels of enjoyment and satisfaction with how the program was implemented. Qualitative analysis resulted in 4 qualitative themes that explained behavioral mechanisms that determined engagement in the program. CONCLUSIONS: The study findings demonstrated that a brief VR group program could be valuable for potentially improving mental health among adolescents with physical disabilities. Participants built friendships with peers and other players on the web, using low-cost consumer equipment that provided easy access and strong scale-up potential. Study findings identified factors that can be addressed to enhance the program within a larger clinical trial. TRIAL REGISTRATION: ClinicalTrials.gov NCT05259462; https://clinicaltrials.gov/study/NCT05259462. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): RR2-10.2196/42651.

摘要
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c02e/10733831/c56a9db1429d/formative_v7i1e47630_fig4.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c02e/10733831/af9e9d987ae5/formative_v7i1e47630_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c02e/10733831/3e35ceb1e2e2/formative_v7i1e47630_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c02e/10733831/86999df7f644/formative_v7i1e47630_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c02e/10733831/c56a9db1429d/formative_v7i1e47630_fig4.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c02e/10733831/af9e9d987ae5/formative_v7i1e47630_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c02e/10733831/3e35ceb1e2e2/formative_v7i1e47630_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c02e/10733831/86999df7f644/formative_v7i1e47630_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c02e/10733831/c56a9db1429d/formative_v7i1e47630_fig4.jpg

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Improving Social Isolation and Loneliness Among Adolescents With Physical Disabilities Through Group-Based Virtual Reality Gaming: Feasibility Pre-Post Trial Study.

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引用本文的文献

[1]
Exploring the perceptions and requirements of exergames for adolescents with depression: a qualitative study.

BMC Psychiatry. 2025-8-5

[2]
The impact of asthma education grounded in virtual reality technology upon the quality of life of pediatric patients with bronchial asthma.

Front Pediatr. 2025-6-5

[3]
Digital Mental Health Interventions for Young People Aged 16-25 Years: Scoping Review.

J Med Internet Res. 2025-5-9

[4]
Current Trends in Virtual Exercise Interventions Among People With Disabilities: A Scoping Review.

Arch Rehabil Res Clin Transl. 2024-9-27

[5]
Mental health providers are inexperienced but interested in telehealth-based virtual reality therapy: survey study.

Front Virtual Real. 2024

本文引用的文献

[1]
Designing and conducting adaptive trials to evaluate interventions in health services and implementation research: practical considerations.

BMJ Med. 2022

[2]
Group Telegaming Through Immersive Virtual Reality to Improve Mental Health Among Adolescents With Physical Disabilities: Pre- and Posttrial Protocol.

JMIR Res Protoc. 2022-10-13

[3]
Impact of the COVID-19 Pandemic on the Behavioral Health of People With Intellectual and Developmental Disabilities.

Psychiatr Serv. 2022-12-1

[4]
The impact of COVID-19 on the lifestyles of adolescents with cerebral palsy in the Southeast United States.

Disabil Health J. 2022-4

[5]
Perceived impact of lockdown on daily life in children with physical disabilities and their families during the COVID-19 pandemic.

Child Care Health Dev. 2022-11

[6]
Systematic review of psychometric properties and cross-cultural adaptation of the University of California and Los Angeles loneliness scale in adults.

Curr Psychol. 2021-11-12

[7]
Review: Mental health impacts of the COVID-19 pandemic on children and youth - a systematic review.

Child Adolesc Ment Health. 2022-5

[8]
Effectiveness of Virtual Reality Interventions for Adolescent Patients in Hospital Settings: Systematic Review.

J Med Internet Res. 2021-6-28

[9]
Examining the Feasibility of Early Mobilization With Virtual Reality Gaming Using Head-Mounted Display and Adaptive Software With Adolescents in the Pediatric Intensive Care Unit: Case Report.

JMIR Rehabil Assist Technol. 2021-5-27

[10]
Mental Health of Children and Adolescents Amidst COVID-19 and Past Pandemics: A Rapid Systematic Review.

Int J Environ Res Public Health. 2021-3-26

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