Abstract:
Visually-induced dizziness (visual vertigo) is a core symptom of Persistent Perceptual Postural Dizziness (PPPD) and occurs in other conditions and general populations. It is difficult to treat and lacks new treatments and research. We incorporated the existing rehabilitation approach of visual desensitisation into an online game environment to enhance control over visual motion and complexity. We report a mixed-methods feasibility trial assessing: Usage and adherence; rehabilitation potential; system usability and enjoyment; relationship with daily dizziness. Participants played online with (intervention, N = 37) or without (control, N = 39) the visual desensitisation component for up to 5-10 min, twice daily for 6 weeks. Dropout was 45%. In the intervention group, N = 17 played for the recommended time while N = 20 played less. Decreases in visual vertigo symptoms, anxiety and depression correlated with playtime for the intervention but not control. System usability was high. Daily symptoms predicted playtime. Qualitative responses broadly supported the gamified approach. The data suggest gamified visual desensitisation is accessible, acceptable and, if adherence challenges can be overcome, could become a useful addition to rehabilitation schedules for visually-induced dizziness and associated anxiety. Further trials are needed.
摘要:
视觉诱发的头晕(视觉眩晕)是持续性知觉姿势性头晕(PPPD)的核心症状,发生在其他疾病和普通人群中。治疗困难,缺乏新的治疗方法和研究。我们将现有的视觉脱敏康复方法纳入在线游戏环境,以增强对视觉运动和复杂性的控制。我们报告了一项混合方法可行性试验评估:使用和依从性;康复潜力;系统可用性和享受;与日常头晕的关系。参与者在网上玩(干预,N=37)或无(控制,N=39)视觉脱敏组件长达5-10分钟,每天两次,共6周。辍学率为45%。在干预组中,N=17在推荐的时间内播放,而N=20播放较少。视觉眩晕症状减少,焦虑和抑郁与干预的游戏时间相关,但与控制无关。系统可用性很高。每日症状预测游戏时间。定性回答广泛支持游戏化方法。数据表明游戏化的视觉脱敏是可以实现的,可接受的,并且,如果坚持挑战能够克服,可能成为视觉引起的头晕和相关焦虑的康复时间表的有用补充。需要进一步的试验。