Development, usability, and preliminary efficacy of a virtual reality experience to promote healthy lifestyle behaviors in children: pilot randomized controlled trial.

IF 2.2 Q2 HEALTH CARE SCIENCES & SERVICES mHealth Pub Date : 2024-10-21 eCollection Date: 2024-01-01 DOI:10.21037/mhealth-24-24
Lauren A Fowler, Melissa M Vázquez, Bianca DePietro, Denise E Wilfley, Ellen E Fitzsimmons-Craft
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Abstract

Background: Virtual reality (VR) shows promise for supporting behavior change in children. This study used user-centered design to translate key tenets of behavioral health interventions into VR for children aged 6-12 years and their caregivers and examined the feasibility, acceptability, and preliminary efficacy of the VR experience in a pilot parallel, two-group randomized controlled trial (RCT).

Methods: The VR experience incorporates psychoeducational content from evidence-based behavioral health interventions using voiceover and an interactive go-kart game related to the concepts of "food as fuel" and nutrition guidelines. Study 1 involved usability testing with n=5 child-caregiver dyads, which informed technical and content refinements to the experience. Study 2 involved children aged 6-12 years with body mass index (BMI) ≥85th percentile for age and sex who were comfortable speaking English and their caregivers with BMI ≥25 kg/m2. After participants completed baseline assessments in lab on eating-related behavioral cognitions and behaviors, participants were randomly assigned to the 10-minute VR experience or a control condition (i.e., nutrition education video and mobile phone food game), and were unblinded to condition. Child and caregivers completed assessments immediately post-intervention (eating-related behavioral cognitions) and at 2-week follow-up (behaviors, caregiver readiness to change). The objectives were to evaluate the feasibility, usability, and acceptability of the VR experience, and examine the preliminary efficacy of VR compared to the control condition on the primary outcomes of child behavioral cognitions and behaviors. Non-parametric tests examined differences in change scores across conditions as well as overall and within-group changes in outcomes.

Results: Twenty-seven child-caregiver dyads (14 in VR, 13 in control) were enrolled (child mean age =10.4 years; 14 girls). Caregivers reported good usability and excellent immersion in the virtual environment. Children reported significantly greater acceptability of VR compared to control (P=0.02). Child self-efficacy for healthy eating, self-efficacy for physical activity, attitudes toward healthy eating, and behavioral intentions for healthy eating increased from pre- to post-test in both conditions. From baseline to 2-week follow-up, all children reported greater weekly vegetable servings and more active days in the past week. Children in the VR condition had greater change in attitudes towards healthy eating from pre- to post-test compared to children in the control condition [effect size r=0.44, 95% confidence interval (CI): 0.03-0.72]. Readiness to help child change significantly increased for caregivers in the VR condition from pre- to 2-week follow-up, but did not change for caregivers in the control condition. No adverse events were reported.

Conclusions: A VR program to promote healthy eating among children shows high feasibility and acceptability, and high potential for improving child and caregiver behavioral cognitions in this pilot RCT. Future work should examine the impact of repeated exposure to the experience over time, and examine long-term effects.

Trial registration: ClinicalTrials.gov Identifier: NCT04845568.

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促进儿童健康生活方式行为的虚拟现实体验的开发、可用性和初步效果:试点随机对照试验。
背景:虚拟现实(VR)有望帮助儿童改变行为。本研究采用以用户为中心的设计,将行为健康干预措施的主要原则转化为面向 6-12 岁儿童及其照顾者的 VR,并在一项平行、两组随机对照试验(RCT)中考察了 VR 体验的可行性、可接受性和初步疗效:该 VR 体验结合了以证据为基础的行为健康干预措施中的心理教育内容,使用了配音和与 "食物作为燃料 "概念和营养指南相关的互动卡丁车游戏。研究 1 对 5 名儿童护理者进行了可用性测试,并根据测试结果对体验的技术和内容进行了改进。研究 2 涉及年龄在 6-12 岁、体重指数(BMI)≥年龄和性别第 85 百分位数、能说流利英语的儿童及其照顾者,体重指数≥25 kg/m2。参与者在实验室完成与饮食相关的行为认知和行为的基线评估后,被随机分配到 10 分钟的 VR 体验或对照条件(即营养教育视频和手机美食游戏)中,并且不对体验条件设盲。儿童和照顾者在干预后立即完成评估(与饮食相关的行为认知),并在两周的随访中完成评估(行为、照顾者的改变意愿)。目的是评估 VR 体验的可行性、可用性和可接受性,并检验 VR 与对照组相比在儿童行为认知和行为的主要结果上的初步效果。非参数检验检验了不同条件下的变化得分差异,以及总体和组内结果的变化:共有 27 个儿童-照顾者二人组(14 个在 VR 中,13 个在对照组中)参加(儿童平均年龄 =10.4 岁;14 个女孩)。护理人员表示虚拟环境的可用性和沉浸感很好。与对照组相比,儿童对虚拟现实的接受度明显更高(P=0.02)。在两种情况下,儿童对健康饮食的自我效能感、对体育锻炼的自我效能感、对健康饮食的态度以及对健康饮食的行为意向从测试前到测试后都有所提高。从基线到两周的随访,所有儿童都表示每周的蔬菜摄入量增加了,过去一周的活动天数也增加了。从测试前到测试后,VR 条件下的儿童与对照条件下的儿童相比,对健康饮食的态度变化更大[效应大小 r=0.44,95% 置信区间(CI):0.03-0.72]。从测试前到两周随访期间,VR条件下的照顾者帮助儿童改变的意愿明显增强,而对照条件下的照顾者则没有变化。无不良事件报告:在这项试验性研究中,一项旨在促进儿童健康饮食的虚拟现实计划显示出很高的可行性和可接受性,以及改善儿童和照顾者行为认知的巨大潜力。未来的工作应研究随着时间的推移反复接触该体验的影响,并研究其长期效果:试验注册:ClinicalTrials.gov Identifier:试验注册:ClinicalTrials.gov Identifier:NCT04845568。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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