美国低收入退伍军人人口样本对虚拟现实技术促进身心健康的使用和兴趣。

IF 3.9 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Cyberpsychology, behavior and social networking Pub Date : 2024-04-01 Epub Date: 2024-02-15 DOI:10.1089/cyber.2023.0091
Jack Tsai
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引用次数: 0

摘要

虚拟现实(VR)是提供健康干预的一种新方法,但需要对美国重要亚群体使用 VR 促进健康的经验和兴趣进行研究。这项描述性研究考察了美国低收入退伍军人的这些问题。研究分析了 2022 年底至 2023 年初调查的 1,028 名低收入退伍军人的全国代表性样本数据。结果显示,虽然只有 10% 的样本使用过 VR 头显,但 35% 的退伍军人表示他们 "有点/非常愿意 "使用 VR 来治疗心理健康或药物使用问题。受教育程度较高(调整后的几率比 [aOR] = 1.25,95% 置信区间 [CI] = 1.07-1.47)、心理健康功能较低(aOR = 0.96,95% CI = 0.94-0.98)以及有过 VR 体验(aOR = 5.30,95% CI = 2.96-9.48)的退伍军人明显更愿意使用 VR 来治疗他们的心理健康或药物使用问题。这些研究结果表明,许多退伍军人都愿意使用虚拟现实技术来改善他们的心理健康,而更多地接触和了解基于虚拟现实技术的干预措施将使他们受益匪浅。
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Use and Interest in Virtual Reality for Mental and Physical Health in a U.S. Population-Based Sample of Low-Income Veterans.

Virtual reality (VR) represents a new way to deliver health interventions, but research is needed on experience and interest in using VR for health among important subgroups in the United States. This descriptive study examined these issues among low-income veterans in the United States. Data were analyzed from a nationally representative sample of 1,028 low-income veterans surveyed in late 2022-early 2023. The results showed that while only 10 percent of the sample had ever used a VR headset, 35 percent of veterans reported they would be "somewhat/very willing" to use VR for mental health or substance use problems. Veterans with higher levels of education (adjusted odds ratio [aOR] = 1.25, 95% confidence interval [CI] = 1.07-1.47), lower mental health functioning (aOR = 0.96, 95% CI = 0.94-0.98), and previous VR experience (aOR = 5.30, 95% CI = 2.96-9.48) were significantly more willing to use VR to treat their mental health or substance use problems. These findings suggest many veterans are willing to use VR to improve their mental health, and they could benefit from greater exposure and education about VR-based interventions.

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来源期刊
CiteScore
9.60
自引率
3.00%
发文量
123
期刊介绍: Cyberpsychology, Behavior, and Social Networking is a leading peer-reviewed journal that is recognized for its authoritative research on the social, behavioral, and psychological impacts of contemporary social networking practices. The journal covers a wide range of platforms, including Twitter, Facebook, internet gaming, and e-commerce, and examines how these digital environments shape human interaction and societal norms. For over two decades, this journal has been a pioneering voice in the exploration of social networking and virtual reality, establishing itself as an indispensable resource for professionals and academics in the field. It is particularly celebrated for its swift dissemination of findings through rapid communication articles, alongside comprehensive, in-depth studies that delve into the multifaceted effects of interactive technologies on both individual behavior and broader societal trends. The journal's scope encompasses the full spectrum of impacts—highlighting not only the potential benefits but also the challenges that arise as a result of these technologies. By providing a platform for rigorous research and critical discussions, it fosters a deeper understanding of the complex interplay between technology and human behavior.
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