背景:与无残疾的同龄人相比,残疾青少年的抑郁和孤立率高得惊人。有必要确定可以改善这一服务不足的人群的心理健康和隔离的干预措施。虚拟现实(VR)游戏“独立”耳机的创新使您可以更好地获得身临其境的高质量数字体验,由于其相对较低的成本。
目的:本研究有三个目的,这是(1)检验低成本的初步效果,基于家庭的VR多人娱乐和社交抑郁症,社会化,和孤独感;(2)量化由参与者依从性衡量的计划的可接受性,总播放时间,和锻炼时间;(3)识别和描述影响参与者参与的行为机制。
方法:这是一组,从设计前到设计后的试验。干预是在家里进行的。参与者从一家儿童医院招募。干预持续了4周,包括每周2×1小时的监督点对点游戏。参与者使用MetaQuest2耳机在以数字方式举行的私人聚会中与同龄人和2名教练会面。目标1用儿童抑郁量表2简表和加州大学进行了评估,洛杉矶孤独量表20项,这是社会孤立和孤独的衡量标准,分别。目标2通过以下指标进行评估:参与者依从性,玩游戏的类型,友谊的建立和游戏时间,以及节目的满意度和乐趣。
结果:总计,12人参加(平均年龄16.6,SD1.8岁;男性:n=9,女性:n=3),8人完成了这个项目。8名参与者的平均出勤率为77%(总共64个可能的课程中有49个课程;平均6个,SD2个课程)。观察到改善儿童抑郁量表2短形式得分的趋势(平均干预前得分7.25,SD4.2;平均干预后得分5.38,SD4.1;P=.06;效应大小=0.45,95%CI-0.15至3.9),但这没有统计学意义;加州大学没有观察到差异,洛杉矶孤独量表20项得分。大多数参与者(7/8,88%)表示他们在课堂上与同伴成为朋友;50%(4/8)报告说他们与其他人一起玩。参与者报告说,他们对该计划的实施方式感到非常满意和满意。定性分析产生了4个定性主题,这些主题解释了决定参与该计划的行为机制。
结论:研究结果表明,简短的VR小组计划可能对改善身体残疾青少年的心理健康有价值。参与者在网络上与同龄人和其他玩家建立了友谊,使用低成本的消费设备,提供易于访问和强大的扩大潜力。研究结果确定了可以解决的因素,以在更大的临床试验中增强该计划。
背景:ClinicalTrials.govNCT05259462;https://clinicaltrials.gov/study/NCT05259462。
■RR2-10.2196/42651。
BACKGROUND: Adolescents with disabilities experience alarmingly higher rates of depression and isolation than peers without disabilities. There is a need to identify interventions that can improve mental health and isolation among this underserved population. Innovations in virtual reality (VR) gaming \"standalone\" headsets allow greater access to immersive high-quality digital experiences, due to their relatively low cost.
OBJECTIVE: This
study had three purposes, which were to (1) examine the preliminary effects of a low-cost, home-based VR multiplayer recreation and socialization on depression, socialization, and loneliness; (2) quantify the acceptability of the program as measured by participant adherence, total
play time, and exercise time; and (3) identify and describe behavioral mechanisms that affected participant engagement.
METHODS: This was a single-group, pre- to postdesign
trial. The intervention was conducted at home. Participants were recruited from a children\'s hospital. The intervention lasted 4 weeks and included 2×1-hour sessions per week of supervised peer-to-peer gaming. Participants used the Meta Quest 2 headset to meet peers and 2 coaches in a private party held digitally. Aim 1 was evaluated with the Children\'s Depression Inventory 2 Short Form and the University of California, Los Angeles Loneliness Scale 20 items, which are measures of social isolation and loneliness, respectively. Aim 2 was evaluated through the following metrics: participant adherence, the types of games played, friendship building and playtime, and program satisfaction and enjoyment.
RESULTS: In total, 12 people enrolled (mean age 16.6, SD 1.8 years; male: n=9 and female: n=3), and 8 people completed the program. Mean attendance for the 8 participants was 77% (49 sessions of 64 total possible sessions; mean 6, SD 2 sessions). A trend was observed for improved Children\'s Depression Inventory 2 Short Form scores (mean preintervention score 7.25, SD 4.2; mean postintervention score 5.38, SD 4.1; P=.06; effect size=0.45, 95% CI -0.15 to 3.9), but this was not statistically significant; no difference was observed for University of California, Los Angeles Loneliness Scale 20 items scores. Most participants (7/8, 88%) stated that they became friends with a peer in class; 50% (4/8) reported that they played with other people. Participants reported high levels of enjoyment and satisfaction with how the program was implemented. Qualitative analysis resulted in 4 qualitative themes that explained behavioral mechanisms that determined engagement in the program.
CONCLUSIONS: The study findings demonstrated that a brief VR group program could be valuable for potentially improving mental health among adolescents with physical disabilities. Participants built friendships with peers and other players on the web, using low-cost consumer equipment that provided easy access and strong scale-up potential. Study findings identified factors that can be addressed to enhance the program within a larger clinical
trial.
BACKGROUND: ClinicalTrials.gov NCT05259462; https://clinicaltrials.gov/
study/NCT05259462.
UNASSIGNED: RR2-10.2196/42651.