Thomson Nicholas D, Kevorkian Salpi S, Hazlett Laura, Perera Robert, Vrana Scott
Arche VR LLC, Glen Allen, VA, United States.
Department of Surgery, Virginia Commonwealth University, Richmond, VA, United States.
Front Psychiatry. 2025 May 1;16:1484938. doi: 10.3389/fpsyt.2025.1484938. eCollection 2025.
Conduct disorder (CD) is highly prevalent among youth, yet existing and conventional treatment approaches are limited and costly. Further, most interventions for CD focus on behavior management rather than targeting the underlying mechanisms of CD. To meet the needs of youth with CD (ages 10-17), we developed Impact VR, a virtual reality intervention that promotes competency in emotion recognition and regulation, as well as modeling prosocial behaviors. Impact VR provides immersive storylines and gamification of psychoeducation training. The present study aimed to understand the perceptions of Impact VR for acceptability, feasibility, and usability across key stakeholder groups, including youth with CD, caregivers of youth with CD, mental health practitioners, and educators.
A total of 60 adults, including mental health professionals (=20), teachers (=20), caregivers (=20), and 20 youth with CD completed a trial of Impact VR and completed surveys.
Results demonstrated a high overall acceptability of Impact VR (95% - 100%) across all groups, and a high approval rating for intervention appropriateness (98.75% - 100%) and feasibility of the intervention (97.50% - 100%) across stakeholder groups. The majority of youth (90%-100%) reported that the skills learned would improve their mental health and relationships with friends, parents, and teachers.
Findings revealed that youth with CD and key stakeholder groups rate Impact VR favorably and positively. Future research is needed on the effectiveness of Impact VR in improving emotion recognition and reducing CD symptoms.
品行障碍(CD)在青少年中极为普遍,但现有的传统治疗方法有限且成本高昂。此外,大多数针对品行障碍的干预措施侧重于行为管理,而非针对品行障碍的潜在机制。为满足患有品行障碍的青少年(10 - 17岁)的需求,我们开发了“影响虚拟现实(Impact VR)”,这是一种虚拟现实干预措施,可提升情绪识别和调节能力,并塑造亲社会行为。“影响虚拟现实”提供沉浸式故事情节以及心理教育训练的游戏化体验。本研究旨在了解关键利益相关者群体,包括患有品行障碍的青少年、患有品行障碍青少年的照顾者、心理健康从业者和教育工作者,对“影响虚拟现实”在可接受性、可行性和可用性方面的看法。
共有60名成年人,包括心理健康专业人员(=20)、教师(=20)、照顾者(=20)以及20名患有品行障碍的青少年完成了“影响虚拟现实”的试验并填写了调查问卷。
结果表明,所有群体对“影响虚拟现实”的总体接受度都很高(95% - 100%),各利益相关者群体对干预措施的适宜性(98.75% - 100%)和可行性(97.50% - 100%)的认可度也很高。大多数青少年(90% - 100%)表示,所学技能将改善他们的心理健康以及与朋友、父母和教师的关系。
研究结果显示,患有品行障碍的青少年和关键利益相关者群体对“影响虚拟现实”的评价良好且积极。未来需要对“影响虚拟现实”在改善情绪识别和减轻品行障碍症状方面的有效性进行研究。