Wu Chenxin, Zhuo Yu, Yu Jianying, Li Xingxing, Zhao Wenting, Meng Xiandong
Mental Health Center, West China Hospital, Sichuan University/West China School of Nursing, Sichuan University, Chengdu, China.
West China Hospital, Sichuan University, Chengdu, China.
Front Psychiatry. 2025 Aug 6;16:1608905. doi: 10.3389/fpsyt.2025.1608905. eCollection 2025.
Conventional neuropsychological tests for assessing cognitive function in schizophrenia face critical limitations in ecological validity and efficiency. We developed , a virtual reality serious game simulating real-world cognitive demands, to address these challenges. This study aimed to validate its diagnostic validity in differentiating cognitive impairments between schizophrenia patients (SZs) and healthy controls (HCs), while evaluating user experience feasibility.
In this cross-sectional study, 107 participants (43 SZs, 64 HCs) underwent cognitive evaluation using the Brief Cognitive Assessment Tool for Schizophrenia (B-CATS) and . Diagnostic validity was analyzed via receiver operating characteristic (ROC) curves and Spearman correlations. User experience was quantified using the Game Experience Questionnaire Core Module (GEQ-Core) and Simulator Sickness Questionnaire (SSQ).
SZs exhibited significantly poorer performance on B-CATS compared to HCs (all subtests < 0.05). Among 16 performance indicators, 13 demonstrated strong discriminative power (AUC > 0.7). The Total Game Score (TGS) achieved high accuracy (AUC = 0.911, sensitivity = 83.72%, specificity = 89.06%). Directionally consistent correlations were observed between game indicators and B-CATS scores (e.g., TGS vs. Digit Symbol Substitution Test: = 0.66, < 0.01). Participants reported high immersion (GEQ-Core immersion: 2.45/4) and minimal simulator sickness (SSQ total: 5.12/48).
provides a time-efficient (5-minute), ecologically valid tool for cognitive assessment in schizophrenia, demonstrating strong discriminative validity and user acceptability. Further validation should explore its clinical utility in broader populations and the association between its performance and functional outcomes.
用于评估精神分裂症认知功能的传统神经心理学测试在生态效度和效率方面面临严重局限性。我们开发了一款虚拟现实严肃游戏,模拟现实世界的认知需求,以应对这些挑战。本研究旨在验证其在区分精神分裂症患者(SZs)和健康对照(HCs)之间认知障碍方面的诊断效度,同时评估用户体验的可行性。
在这项横断面研究中,107名参与者(43名SZs,64名HCs)使用精神分裂症简易认知评估工具(B-CATS)和[未提及的游戏名称]进行了认知评估。通过受试者工作特征(ROC)曲线和斯皮尔曼相关性分析诊断效度。使用游戏体验问卷核心模块(GEQ-Core)和模拟器晕动病问卷(SSQ)对用户体验进行量化。
与HCs相比,SZs在B-CATS上的表现明显更差(所有子测试P<0.05)。在16个[未提及的游戏名称]性能指标中,13个具有很强的判别力(AUC>0.7)。总游戏得分(TGS)达到了很高的准确性(AUC = 0.911,敏感性 = 83.72%,特异性 = 89.06%)。在游戏指标和B-CATS得分之间观察到方向一致的相关性(例如,TGS与数字符号替换测试:r = 0.66,P<0.01)。参与者报告高度沉浸感(GEQ-Core沉浸感:2.45/4)和最小的模拟器晕动病(SSQ总分:5.12/48)。
[未提及的游戏名称]为精神分裂症的认知评估提供了一种省时(5分钟)、生态有效的工具,具有很强的判别效度和用户可接受性。进一步的验证应探索其在更广泛人群中的临床效用以及其性能与功能结果之间的关联。