Rosebrock Laina, Freeman Jason, Rovira Aitor, Miguel Andre Lages, Ward Rupert, Bousfield Matthew, Riffiod Ludovic, Kamvar Roya, Kabir Thomas, Waite Felicity, Freeman Daniel
Department of Experimental Psychology, University of Oxford, Oxford, United Kingdom.
Oxford Health NHS Foundation Trust, Oxford, United Kingdom.
JMIR Serious Games. 2024 Aug 7;12:e51512. doi: 10.2196/51512.
Virtual reality (VR) is an immersive technology in which delivery of psychological therapy techniques can be automated. Techniques can be implemented similarly to real-world delivery or in ways that are not possible in the real world to enhance efficacy. The potential is for greater access for patients to effective therapy. Despite an increase in the use of VR for mental health, there are few descriptions of how to build and design automated VR therapies. We describe the development of Phoenix VR Self-Confidence Therapy, designed to increase positive self-beliefs in young patients diagnosed with psychosis in order to improve psychological well-being. A double-diamond, user-centered design process conducted over the course of 18 months was used, involving stakeholders from multiple areas: individuals with lived experience of psychosis, clinical psychologists, treatment designers, and VR software developers. Thirteen meetings were held with young patients diagnosed with psychosis to increase the understanding and improve the assessment of positive self-beliefs, help design the scenarios for implementing therapeutic techniques, and conduct user testing. The resulting Phoenix therapy is a class I United Kingdom Conformity Assessed (UKCA)-certified medical device designed to be used on the standalone Meta Quest 2 (Meta Platforms) headset. Phoenix aims to build up 3 types of positive self-beliefs that are connected to psychological well-being. In a community farm area, tasks are designed to increase a sense of mastery and achievement ("I can make a difference"); in a TV studio, users complete an activity with graded levels of difficulty to promote success in the face of a challenge ("I can do this"); and in a forest by a lake, activities are designed to encourage feelings of pleasure and enjoyment ("I can enjoy things"). Phoenix is delivered over the course of approximately 6 weekly sessions supported by a mental health provider. Patients can take the headsets home to use in between sessions. Usability testing with individuals with lived experience of psychosis, as well as patients in the National Health Service (aged 16-26 years), demonstrated that Phoenix is engaging, easy to use, and has high levels of satisfaction.
虚拟现实(VR)是一种沉浸式技术,心理治疗技术的交付可以在其中实现自动化。技术的实施方式可以类似于现实世界中的交付方式,也可以采用现实世界中无法实现的方式来提高疗效。其潜力在于让患者有更多机会获得有效的治疗。尽管VR在心理健康领域的应用有所增加,但关于如何构建和设计自动化VR疗法的描述却很少。我们描述了凤凰VR自信疗法的开发过程,该疗法旨在增强被诊断患有精神病的年轻患者的积极自我信念,以改善心理健康状况。我们采用了一个为期18个月的双钻石、以用户为中心的设计过程,涉及多个领域的利益相关者:有精神病生活经历的个人、临床心理学家、治疗设计师和VR软件开发人员。与被诊断患有精神病的年轻患者举行了13次会议,以增进对积极自我信念的理解并改善评估,帮助设计实施治疗技术的场景,并进行用户测试。由此产生的凤凰疗法是一种经英国合格评定(UKCA)认证的I类医疗设备,设计用于独立的Meta Quest 2(Meta平台)头戴式设备。凤凰疗法旨在建立与心理健康相关的3种积极自我信念。在一个社区农场区域,设计了一些任务来增强掌控感和成就感(“我能有所作为”);在一个电视演播室里,用户完成一系列难度逐渐增加的活动,以促进在面对挑战时取得成功(“我能做到这一点”);在湖边的一片森林里,设计了一些活动来鼓励愉悦和享受的感觉(“我能享受事物”)。凤凰疗法在心理健康服务提供者的支持下,分大约6周的时间进行。患者可以将头戴式设备带回家在疗程之间使用。对有精神病生活经历的个人以及国民保健服务体系(年龄在16至26岁之间)的患者进行的可用性测试表明,凤凰疗法很有吸引力、易于使用,并且满意度很高。