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游戏化视觉脱敏疗法治疗视觉性眩晕的可行性

Feasibility of gamified visual desensitisation for visually-induced dizziness.

作者信息

Goodwin Nathan, Powell Georgina, Loizides Fernando, Derry-Sumner Hannah, Rajenderkumar Deepak, Sumner Petroc

机构信息

School of Psychology, Cardiff University, Cardiff, UK.

School of Computer Science and Informatics, Cardiff University, Cardiff, UK.

出版信息

Sci Rep. 2024 Aug 1;14(1):17864. doi: 10.1038/s41598-024-67745-9.

Abstract

Visually-induced dizziness (visual vertigo) is a core symptom of Persistent Perceptual Postural Dizziness (PPPD) and occurs in other conditions and general populations. It is difficult to treat and lacks new treatments and research. We incorporated the existing rehabilitation approach of visual desensitisation into an online game environment to enhance control over visual motion and complexity. We report a mixed-methods feasibility trial assessing: Usage and adherence; rehabilitation potential; system usability and enjoyment; relationship with daily dizziness. Participants played online with (intervention, N = 37) or without (control, N = 39) the visual desensitisation component for up to 5-10 min, twice daily for 6 weeks. Dropout was 45%. In the intervention group, N = 17 played for the recommended time while N = 20 played less. Decreases in visual vertigo symptoms, anxiety and depression correlated with playtime for the intervention but not control. System usability was high. Daily symptoms predicted playtime. Qualitative responses broadly supported the gamified approach. The data suggest gamified visual desensitisation is accessible, acceptable and, if adherence challenges can be overcome, could become a useful addition to rehabilitation schedules for visually-induced dizziness and associated anxiety. Further trials are needed.

摘要

视觉性眩晕是持续性感知性姿势性眩晕(PPPD)的核心症状,也出现在其他病症及普通人群中。它难以治疗,且缺乏新的治疗方法和研究。我们将现有的视觉脱敏康复方法融入在线游戏环境,以增强对视觉运动和复杂性的控制。我们报告了一项混合方法可行性试验,评估内容包括:使用情况和依从性;康复潜力;系统可用性和趣味性;与日常眩晕的关系。参与者进行在线游戏,其中一组(干预组,N = 37)有视觉脱敏组件,另一组(对照组,N = 39)没有,每次游戏时长可达5 - 10分钟,每天两次,共6周。脱落率为45%。在干预组中,17人按推荐时间进行游戏,20人游戏时间较短。干预组视觉眩晕症状、焦虑和抑郁的减轻与游戏时间相关,而对照组则不然。系统可用性较高。日常症状可预测游戏时间。定性反馈总体上支持这种游戏化方法。数据表明,游戏化视觉脱敏方法易于接受,如果能克服依从性方面的挑战,可能会成为视觉性眩晕及相关焦虑康复计划的有益补充。还需要进一步试验。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bdbc/11294564/18729dfe7c5c/41598_2024_67745_Fig1_HTML.jpg

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