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首页> 外文期刊>JMIR Serious Games >Virtual Reality Human–Human Interface to Deliver Psychotherapy to People Experiencing Auditory Verbal Hallucinations: Development and Usability Study
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Virtual Reality Human–Human Interface to Deliver Psychotherapy to People Experiencing Auditory Verbal Hallucinations: Development and Usability Study

机译:虚拟现实人类界面将心理治疗送给体验听觉言语幻觉的人:发展和可用性研究

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Background Digital technologies have expanded the options for delivering psychotherapy, permitting for example, the treatment of schizophrenia using Avatar Therapy. Despite its considerable potential, this treatment method has not been widely disseminated. As a result, its operability and functionality remain largely unknown. Objective We aimed to study the usability of a therapeutic virtual reality human–human interface, created in a game engine. Methods Participants were psychiatric hospital staff who were introduced to the therapeutic platform in a hands-on session. The System Usability Scale (SUS) was employed for evaluation purposes. Statistical evaluation was conducted using descriptive statistics, the chi-square test, analysis of variance, and multilevel factor analysis. Results In total, 109 staff members were introduced to the therapeutic tool and completed the SUS. The mean SUS global score was 81.49 (SD 11.1). Psychotherapists (mean 86.44, SD 8.79) scored significantly higher ( F 2,106 =6.136; P =.003) than nursing staff (mean 79.01, SD 13.30) and administrative personnel (mean 77.98, SD 10.72). A multilevel factor analysis demonstrates a different factor structure for each profession. Conclusions In all professional groups in this study, the usability of a digital psychotherapeutic tool developed using a game engine achieved the benchmark for an excellent system, scoring highest among the professional target group (psychotherapists). The usability of the system seems, to some extent, to be dependent on the professional background of the user. It is possible to create and customize novel psychotherapeutic approaches with gaming technologies and platforms.
机译:背景技术数字技术已经扩展了递送心理治疗的选择,允许使用头像疗法治疗精神分裂症。尽管有相当大的潜力,但这种治疗方法尚未被广泛传播。结果,其可操作性和功能仍然很大程度上是未知的。目的我们旨在研究在游戏引擎中创建的治疗虚拟现实人类界面的可用性。方法参与者是精神病院工作人员,他们被掌握在实际的会议上。使用系统可用性规模(SUS)进行评估目的。使用描述性统计,Chi-Square测试,方差分析和多级因子分析进行统计评估。结果总计,109名工作人员被引入治疗工具并完成了SUS。平均SUS全球评分为81.49(SD 11.1)。心理治疗师(平均86.44,SD 8.79)比护理人员(平均79.01,SD 13.30)和行政人员(平均77.98,SD 10.72),心理治疗师(F 2,106 = 6.136; p = .003)得分显着更高(f 2,106 = 6.136; p = .003)。多级因子分析表明每个专业的不同因素结构。在本研究中的所有专业团体中,使用游戏发动机开发的数字心理治疗工具的可用性实现了优质系统的基准,在专业目标组(心理治疗师)中得分。系统的可用性似乎在某种程度上依赖于用户的专业背景。可以使用游戏技术和平台创建和定制新的心理治疗方法。

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