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探索沉浸式虚拟现实骑行对物质使用障碍患者自我效能感和注意力的急性影响:一项可行性研究。

Exploring the Acute Effects of Immersive Virtual Reality Biking on Self-Efficacy and Attention of Individuals in the Treatment of Substance Use Disorders: A Feasibility Study.

作者信息

Touloudi Evlalia, Hassandra Mary, Stavrou Vasileios T, Panagiotounis Fotis, Galanis Evangelos, Goudas Marios, Theodorakis Yannis

机构信息

Department of Physical Education and Sport Sciences, University of Thessaly, 42100 Trikala, Greece.

Laboratory of Cardio-Pulmonary Testing and Pulmonary Rehabilitation, Respiratory Medicine Department, Faculty of Medicine, University of Thessaly, 41110 Larissa, Greece.

出版信息

Brain Sci. 2024 Jul 18;14(7):724. doi: 10.3390/brainsci14070724.

Abstract

BACKGROUND

The role of exercise programs during substance use disorder (SUD) treatment is considered particularly supportive in fostering positive psychological and behavioral changes. The treatment of SUD is a challenging and demanding process. Therefore, it is crucial to discover innovative methods to enhance and facilitate it. Integrating exercise into a virtual environment is an innovative approach for drug rehabilitation, offering multiple benefits to individuals undergoing treatment. The aim of this feasibility study was to explore the acute effects of cycling exercise in an immersive virtual reality (VR) environment on attentional control and self-efficacy expectations of individuals undergoing SUD treatment.

METHODS

A total of 20 individuals (mean age of 37.75 years) enrolled in a SUD treatment program participated in the study. They were instructed to complete a single session of cycling with a self-selected duration within the VR system.

RESULTS

Following the cycling session, pre-post measures indicated a statistically significant improvement in self-efficacy expectations and attentional control measured with the Stroop test. The results revealed that participants expressed high levels of intention for future use, interest/enjoyment, and positive attitudes toward the VR exercise system. Qualitative data indicated that participants found the VR exercise system enjoyable, expressed a strong intention to use it, and did not encounter technical difficulties or negative emotions.

CONCLUSIONS

In conclusion, it seems that engaging in a brief period of self-selected exercise within a virtual environment can result in temporary activation of cognitive changes, heightened self-efficacy expectations, and a motivating approach to increasing physical activity participation among individuals with SUD, thus suggesting the feasibility of this approach.

摘要

背景

运动项目在物质使用障碍(SUD)治疗过程中的作用被认为对促进积极的心理和行为改变特别有帮助。SUD的治疗是一个具有挑战性且要求很高的过程。因此,发现创新方法来加强和促进治疗至关重要。将运动融入虚拟环境是药物康复的一种创新方法,为接受治疗的个体带来多种益处。这项可行性研究的目的是探讨在沉浸式虚拟现实(VR)环境中进行骑行运动对接受SUD治疗的个体的注意力控制和自我效能期望的急性影响。

方法

共有20名参加SUD治疗项目的个体(平均年龄37.75岁)参与了该研究。他们被要求在VR系统中自行选择时长完成一次骑行。

结果

骑行课程结束后,前后测量结果表明,用斯特鲁普测试衡量的自我效能期望和注意力控制在统计学上有显著改善。结果显示,参与者对未来使用、兴趣/享受程度以及对VR运动系统持积极态度。定性数据表明,参与者觉得VR运动系统很有趣,表达了强烈的使用意愿,并且没有遇到技术困难或负面情绪。

结论

总之,在虚拟环境中进行一段简短的自行选择的运动似乎可以导致认知变化的暂时激活、自我效能期望的提高,以及一种激励性的方法来增加SUD个体的体育活动参与度,从而表明这种方法的可行性。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/0633/11274936/951368410621/brainsci-14-00724-g001.jpg

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