在基于网络的严肃游戏中使用数字艺术和依恋诱导来减轻慢性疼痛和孤独患者的疼痛和社会隔离:随机对照试验

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-11-27 DOI:10.2196/52294
Jorge Peña, Ian Koebner, William Weisman
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引用次数: 0

摘要

背景:利用虚拟现实和严肃游戏进行艺术参与是一种很有前景的慢性疼痛非药物自我管理治疗方法。本研究是第一项随机对照试验,旨在探索基于网络的严肃游戏对慢性疼痛和孤独患者的疼痛和社会隔离的影响:本研究旨在测试接触数字艺术和依恋人物引物对慢性疼痛和孤独患者的疼痛和社交断裂的共同和单独影响:这项随机对照试验采用了2(数字艺术作品出现和缺失)×2(安全依恋和回避依恋引物)重复测量因子网络实验设计,并设置了一个悬挂对照条件。调解和调节分析考察了艺术品引发的对社会世界的感受和参观博物馆的频率如何影响干预措施对疼痛和社会脱节的影响:研究结果基于 308 名参与者。参与者的平均年龄为 42.78 岁(标准差 13.11;范围为 18-76 岁),60.2%(n=186)为女性。在艺术品存在(P=.001)和不存在(P=.001)的情况下,测试后的疼痛低于测试前的疼痛。同样,在安全型(P=.001)和回避型(P=.001)依恋引物条件下,测试后疼痛低于测试前疼痛。与对照组相比,艺术品存在(P=.001)和不存在(P=.01)条件下的测试后疼痛有所减轻。相对于对照组,安全型(P=.001)和回避型(P=.001)依恋引物条件的测试后疼痛评分也较低。此外,在艺术品存在(P=.04)和安全型依恋引物(P=.002)条件下,社交断裂从测试前到测试后都有所减少。与对照组相比,艺术品在场(P=.02)和安全依恋引物条件(P=.03)的测试后社会隔离度较低。与对照组相比,艺术品-安全型依恋(P=.001)和艺术品-回避型依恋(P=.006)条件下的测试后疼痛评分较低。在艺术作品-安全依恋(P=.01)和无艺术作品-安全依恋(P=.05)的条件下,社会断裂从测试前到测试后都有所减少。与对照组相比,艺术作品安全依恋条件组在测试后的社会隔离度较低(P=.04)。接触艺术品所引发的对社会世界的积极情感以及过去一年中参观博物馆的频率在这些影响中起到了中介和调节作用。对社会世界的积极感受与疼痛的减轻(B=-.53)和社会脱节(B=-.25)有关,这些效应作用于以低、中、高实际博物馆参观频率接触数字艺术品的个体:结论:相对于对照组,参观基于网络的艺术博物馆能有效减轻慢性疼痛和孤独患者的疼痛感和社会隔离感。通过接触数字艺术作品来激发对社会世界的积极情感,可以减轻慢性疼痛带来的负担。
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Using Digital Art and Attachment Priming in a Web-Based Serious Game to Reduce Pain and Social Disconnection in Individuals With Chronic Pain and Loneliness: Randomized Controlled Trial.

Background: Arts engagement using virtual reality and serious games represent promising nonpharmacological self-management treatment approaches to chronic pain. This study is the first randomized controlled trial to explore the impact of a web-based serious game that simulated a visit to an art museum on pain and social disconnection among individuals living with chronic pain and loneliness.

Objective: This study aimed to test the joint and separate effects of exposure to digital art and attachment figure priming on pain and social disconnection among individuals living with chronic pain and loneliness.

Methods: This randomized controlled trial used a 2 (digital artwork present and absent) × 2 (secure attachment and avoidant attachment prime) repeated measures factorial web-based experimental design with a hanging control condition. Mediation and moderation analyses examined how feelings about the social world triggered by the artwork and frequency of museum visits impacted the effects of the interventions on pain and social disconnection.

Results: The results are based on 308 participants. Mean age of the participants was 42.78 (SD 13.11; range 18-76) years, and 60.2% (n=186) were women. Posttest pain was lower than pretest pain for the artwork present (P=.001) and absent (P=.001) conditions. Similarly, posttest pain was lower than pretest pain for the secure (P=.001) and avoidant (P=.001) attachment priming conditions. Relative to the control group, artwork present (P=.001) and absent (P=.01) conditions had decreased posttest pain. The secure (P=.001) and avoidant (P=.001) attachment priming conditions also had lower posttest pain scores relative to the control group. Moreover, social disconnection decreased from pre- to posttest for both the artwork present (P=.04) and the secure attachment priming (P=.002) conditions. Relative to the control group, posttest social disconnection was lower for the artwork present (P=.02) and secure attachment priming condition (P=.03). The artwork-secure attachment (P=.001) and artwork-avoidant attachment (P=.006) conditions had lower posttest pain scores compared with the control group. Social disconnection decreased from pre- to posttest for the artwork-secure attachment (P=.01) and no artwork-secure attachment (P=.05) conditions. Posttest social disconnection was lower for the artwork-secure attachment condition compared with the control group (P=.04). Positive feelings about the social world triggered by artwork exposure and frequency of museum visits in the last year played a mediating and moderating role in these effects. Positive feelings about the social world were associated with decreased pain (B=-.53) and social disconnection (B=-.25), and these effects operated on individuals exposed to digital artwork at low, medium, and high frequency of physical museum visits.

Conclusions: Relative to a control group, visiting a web-based art museum reliably decreased pain and social disconnection among individuals living with chronic pain and loneliness. Engaging with digital artwork that triggers positive feelings about the social world may mitigate the burden of chronic pain.

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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
Effect of Virtual Reality Technology on Attention and Motor Ability in Children With Attention-Deficit/Hyperactivity Disorder: Systematic Review and Meta-Analysis. Using Digital Art and Attachment Priming in a Web-Based Serious Game to Reduce Pain and Social Disconnection in Individuals With Chronic Pain and Loneliness: Randomized Controlled Trial. Serious Game for the Nursing Assessment of Home-Dwelling Older Adults: Development and Validation Study. A Mixed Reality-based Tele-Supervised Ultrasound Education Platform on 5G network compared to Direct Supervision: Prospective Randomized Pilot Trial. Comparison of Occupational Performance in Immersive Virtual and Real Environments Among Patients With Stroke: Observational Randomized Crossover Pilot Study.
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