开发自动虚拟现实疗法,改善积极的自我信念和心理健康(凤凰 VR 自信疗法):教程。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-08-07 DOI:10.2196/51512
Laina Rosebrock, Jason Freeman, Aitor Rovira, Andre Lages Miguel, Rupert Ward, Matthew Bousfield, Ludovic Riffiod, Roya Kamvar, Thomas Kabir, Felicity Waite, Daniel Freeman
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引用次数: 0

摘要

无标签:虚拟现实(VR)是一种身临其境的技术,可以自动提供心理治疗技术。可以采用与现实世界类似的方式或现实世界不可能采用的方式实施技术,以提高疗效。其潜力在于为患者提供更多获得有效治疗的机会。尽管 VR 在心理健康方面的应用越来越多,但关于如何构建和设计自动化 VR 治疗方法的描述却很少。我们介绍了 "凤凰VR自信疗法 "的开发过程,该疗法旨在提高被诊断为精神病的年轻患者的积极自信心,从而改善他们的心理健康。我们在 18 个月的时间里采用了以用户为中心的双钻设计流程,涉及多个领域的利益相关者:有精神病生活经历的人、临床心理学家、治疗设计者和 VR 软件开发人员。我们与被诊断患有精神病的年轻患者举行了 13 次会议,以加深对积极自我信念的理解并改进对其的评估,帮助设计实施治疗技术的场景,并进行用户测试。最终形成的凤凰疗法是经英国合格评定(UKCA)认证的一级医疗设备,设计用于独立的 Meta Quest 2(Meta Platforms)耳机。凤凰疗法旨在建立与心理健康相关的 3 种积极的自我信念。在社区农场,任务的设计旨在增强主人翁意识和成就感("我能有所作为");在电视演播室,用户完成难度分级的活动,以促进面对挑战时的成功感("我能做到");在湖边的森林中,活动的设计旨在鼓励愉悦和享受的感觉("我能享受生活")。凤凰城 "项目由心理健康服务提供者提供支持,每周进行约 6 次治疗。患者可以在疗程间隙将耳机带回家使用。对有过精神病生活经历的个人以及国民健康服务机构的患者(16-26 岁)进行的可用性测试表明,凤凰城很有吸引力,易于使用,满意度很高。
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Developing an Automated Virtual Reality Therapy for Improving Positive Self-Beliefs and Psychological Well-Being (Phoenix VR Self-Confidence Therapy): Tutorial.

Unlabelled: 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.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
期刊最新文献
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