与患者最终用户和临床医生共同设计抑郁症虚拟现实认知矫正程序 (bWell-D):患者与临床医生之间的定性访谈研究。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2023-04-07 DOI:10.2196/43904
Maria Elena Hernandez Hernandez, Erin Michalak, Nusrat Choudhury, Mark Hewko, Ivan Torres, Mahesh Menon, Raymond W Lam, Trisha Chakrabarty
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引用次数: 0

摘要

背景:重度抑郁症(MDD)是导致全球残疾的主要原因;然而,现有的治疗方法并不总能解决认知功能障碍--MDD的核心特征。沉浸式虚拟现实(VR)已成为一种很有前景的模式,可提高认知矫正的实际效果:本研究旨在开发首个针对 MDD 的 VR 认知矫正程序原型("bWell-D")。本研究在设计初期收集了最终用户的定性数据,以提高其在临床环境中的有效性和可行性:方法:对最终用户(15 名患者和 12 名临床医生)进行了半结构化远程访谈,评估参与者对虚拟现实认知矫正项目的看法和目标。此外,还分享了bWell-D的视频样本,以获得有关该计划的反馈意见。访谈内容经过转录、编码,并通过主题分析法进行了分析:最终用户对将 VR 作为一种治疗方式持乐观态度,并认为这是一种具有多种应用潜力的新方法。参与者表示需要一种引人入胜的 VR 治疗方法,其中包括逼真的多感官设置和活动,以及可定制的功能。此外,还有人对其有效性表示怀疑,尤其是在没有明确说明所练习技能在现实世界中的应用时,还有人对设备的可及性表示担忧。结论:患者和临床医生都认为 bWell 是一种基于家庭或混合(即家庭和诊所)的治疗模式:患者和临床医生认为 bWell-D 有趣、可接受且具有潜在可行性,并提出了增强其实际应用性的建议。今后在开发用于临床目的的虚拟现实程序时,我们鼓励采纳最终用户的反馈意见。
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Co-design of a Virtual Reality Cognitive Remediation Program for Depression (bWell-D) With Patient End Users and Clinicians: Qualitative Interview Study Among Patients and Clinicians.

Background: Major depressive disorder (MDD) is the leading cause of global disability; however, the existing treatments do not always address cognitive dysfunction-a core feature of MDD. Immersive virtual reality (VR) has emerged as a promising modality to enhance the real-world effectiveness of cognitive remediation.

Objective: This study aimed to develop the first prototype VR cognitive remediation program for MDD ("bWell-D"). This study gathered qualitative data from end users early in the design process to enhance its efficacy and feasibility in clinical settings.

Methods: Semistructured end-user interviews were conducted remotely (n=15 patients and n=12 clinicians), assessing the participants' perceptions and goals for a VR cognitive remediation program. Video samples of bWell-D were also shared to obtain feedback regarding the program. The interviews were transcribed, coded, and analyzed via thematic analysis.

Results: End users showed an optimistic outlook toward VR as a treatment modality, and perceived it as a novel approach with the potential of having multiple applications. The participants expressed a need for an engaging VR treatment that included realistic and multisensorial settings and activities, as well as customizable features. Some skepticism regarding its effectiveness was also reported, especially when the real-world applications of the practiced skills were not made explicit, as well as some concerns regarding equipment accessibility. A home-based or hybrid (ie, home and clinic) treatment modality was preferred.

Conclusions: Patients and clinicians considered bWell-D interesting, acceptable, and potentially feasible, and provided suggestions to enhance its real-world applicability. The inclusion of end-user feedback is encouraged when developing future VR programs for clinical purposes.

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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.
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