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一种结合生物反馈的智能手机游戏化虚拟现实暴露疗法治疗猫恐惧症:开发与评估研究。

A Smartphone-Gamified Virtual Reality Exposure Therapy Augmented With Biofeedback for Ailurophobia: Development and Evaluation Study.

作者信息

Khaleghi Ali, Narimani Abbas, Aghaei Zahra, Khorrami Banaraki Anahita, Hassani-Abharian Peyman

机构信息

Iranian Light Source Facility, Institute for Research in Fundamental Sciences, Tehran, Iran.

Department of Computer Engineering, Imam Khomeini International University, Qazvin, Iran.

出版信息

JMIR Serious Games. 2024 Mar 6;12:e34535. doi: 10.2196/34535.

Abstract

BACKGROUND

To the best of our knowledge, no specialized research has been conducted to address ailurophobia (fear of cats) in Iran or globally. This has driven our project, along with the prevalence of ailurophobia and the absence of a gamified virtual reality exposure therapy (VRET) that incorporates affordable and easily accessible biofeedback (BF) tools. We hypothesize that a gamified VRET augmented with BF will yield more positive effects than a similar device lacking BF.

OBJECTIVE

This study primarily focuses on the development and preliminary evaluation of a smartphone-gamified VRET integrated with BF, targeting animal phobia, with a specific case study on ailurophobia. The secondary objectives are using affordable and readily available BF found in devices such as smart bands and smartwatches and creating a mobile virtual reality gamified app to improve patients' adherence to treatments while simultaneously enhancing the app's accessibility, scalability, and outreach.

METHODS

Evaluations encompassed 3 methods. First, we identified the tool's potential positive effects on phobia interventions, exploring 4 effects: intrinsic motivation, simulation of fearful situations, management of stressful circumstances without therapists' presence and mitigation of catastrophic thoughts, and preliminary effects on ailurophobia treatment. Participants were divided into BF and non-BF groups. Second, we gathered user preferences and opinions about the treatment. Third, we conducted heuristic evaluations using 44 heuristics from existing system usability scales assessing user interfaces, virtual reality platforms, and video games' playability. To interpret the data, mean scores; ANOVA, single factor; and ANOVA, 2-factor with replication were used. A total of 29 individuals were identified, of which 10 met the eligibility criteria or were accessible.

RESULTS

The smartphone-gamified VRET augmented with BF exhibited better results on the identified effects compared with the non-BF version and contributed to normalizing encounters with cats. Moreover, 41 of the 44 heuristics achieved a percentage above 62%, indicating its potential as a therapeutic product and its ability to enhance patient adherence to treatments. Patient preferences on the treatment and its strengths and weaknesses were provided for further improvement.

CONCLUSIONS

The tool has the potential to evolve into a comprehensive solution by incorporating various types of cats and their behaviors, simulating environments in which they are commonly found, and enhancing its appeal through an increased sense of adventure without inducing unrealistic fears. By adapting fear elements, the game can be tailored to treat various animal phobias. Phobia-focused games should avoid action and combat scenarios to prevent reinforcement of fear responses. After rigorous evaluation, further exploration is required to provide remote use beyond clinical settings.

摘要

背景

据我们所知,在伊朗或全球范围内,尚未有专门针对恐猫症(对猫的恐惧)的研究。这促使我们开展这个项目,考虑到恐猫症的普遍性以及缺乏一种融合了价格亲民且易于获取的生物反馈(BF)工具的游戏化虚拟现实暴露疗法(VRET)。我们假设,与缺乏生物反馈的类似设备相比,添加了生物反馈的游戏化VRET将产生更积极的效果。

目的

本研究主要聚焦于开发一款集成了生物反馈的智能手机游戏化VRET,并对其进行初步评估,该疗法针对动物恐惧症,以恐猫症为例进行具体案例研究。次要目标是利用智能手环和智能手表等设备中价格亲民且现成可用的生物反馈,创建一款移动虚拟现实游戏化应用程序,以提高患者对治疗的依从性,同时增强该应用程序的可及性、可扩展性和覆盖面。

方法

评估涵盖三种方法。首先,我们确定该工具对恐惧症干预的潜在积极影响,探究四种影响:内在动机、恐惧情境模拟、无需治疗师在场时的压力情境管理以及灾难性思维的缓解,以及对恐猫症治疗的初步影响。参与者被分为生物反馈组和非生物反馈组。其次,我们收集了用户对治疗的偏好和意见。第三,我们使用现有系统可用性量表中的44条启发式规则进行启发式评估,以评估用户界面、虚拟现实平台和视频游戏的可玩性。为解释数据,使用了平均得分、单因素方差分析以及有重复的双因素方差分析。总共确定了29个人,其中10人符合资格标准或可以参与。

结果

与非生物反馈版本相比,添加了生物反馈的智能手机游戏化VRET在已确定的影响方面表现出更好的效果,并有助于使与猫的接触正常化。此外,44条启发式规则中有41条的达成率超过62%,表明其作为治疗产品的潜力以及增强患者对治疗依从性的能力。还提供了患者对治疗及其优缺点的偏好,以便进一步改进。

结论

通过纳入各种类型的猫及其行为、模拟它们常见的环境,并通过增加冒险感而不引发不切实际的恐惧来增强其吸引力,该工具有可能发展成为一个全面的解决方案。通过调整恐惧元素,该游戏可以针对性地治疗各种动物恐惧症。以恐惧症为重点的游戏应避免动作和战斗场景,以防止强化恐惧反应。经过严格评估后,还需要进一步探索以实现临床环境之外的远程使用。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e476/10955409/6be99be590df/games_v12i1e34535_fig1.jpg

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