Digital Interventions for Stress Among Frontline Health Care Workers: Results From a Pilot Feasibility Cohort Trial.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-01-09 DOI:10.2196/42813
Caroline W Espinola, Binh Nguyen, Andrei Torres, Walter Sim, Alice Rueda, Lindsay Beavers, Douglas M Campbell, Hyejung Jung, Wendy Lou, Bill Kapralos, Elizabeth Peter, Adam Dubrowski, Sridhar Krishnan, Venkat Bhat
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引用次数: 0

Abstract

Background: The COVID-19 pandemic has challenged the mental health of health care workers, increasing the rates of stress, moral distress (MD), and moral injury (MI). Virtual reality (VR) is a useful tool for studying MD and MI because it can effectively elicit psychophysiological responses, is customizable, and permits the controlled study of participants in real time.

Objective: This study aims to investigate the feasibility of using an intervention comprising a VR scenario and an educational video to examine MD among health care workers during the COVID-19 pandemic and to use our mobile app for longitudinal monitoring of stress, MD, and MI after the intervention.

Methods: We recruited 15 participants for a compound intervention consisting of a VR scenario followed by an educational video and a repetition of the VR scenario. The scenario portrayed a morally challenging situation related to a shortage of life-saving equipment. Physiological signals and scores of the Moral Injury Outcome Scale (MIOS) and Perceived Stress Scale (PSS) were collected. Participants underwent a debriefing session to provide their impressions of the intervention, and content analysis was performed on the sessions. Participants were also instructed to use a mobile app for 8 weeks after the intervention to monitor stress, MD, and mental health symptoms. We conducted Wilcoxon signed rank tests on the PSS and MIOS scores to investigate whether the VR scenario could induce stress and MD. We also evaluated user experience and the sense of presence after the intervention through semi-open-ended feedback and the Igroup Presence Questionnaire, respectively. Qualitative feedback was summarized and categorized to offer an experiential perspective.

Results: All participants completed the intervention. Mean pre- and postintervention scores were respectively 10.4 (SD 9.9) and 13.5 (SD 9.1) for the MIOS and 17.3 (SD 7.5) and 19.1 (SD 8.1) for the PSS. Statistical analyses revealed no significant pre- to postintervention difference in the MIOS and PSS scores (P=.11 and P=.22, respectively), suggesting that the experiment did not acutely induce significant levels of stress or MD. However, content analysis revealed feelings of guilt, shame, and betrayal, which relate to the experience of MD. On the basis of the Igroup Presence Questionnaire results, the VR scenario achieved an above-average degree of overall presence, spatial presence, and involvement, and slightly below-average realism. Of the 15 participants, 8 (53%) did not answer symptom surveys on the mobile app.

Conclusions: Our study demonstrated VR to be a feasible method to simulate morally challenging situations and elicit genuine responses associated with MD with high acceptability and tolerability. Future research could better define the efficacy of VR in examining stress, MD, and MI both acutely and in the longer term. An improved participant strategy for mobile data capture is needed for future studies.

Trial registration: ClinicalTrails.gov NCT05001542; https://clinicaltrials.gov/study/NCT05001542.

International registered report identifier (irrid): RR2-10.2196/32240.

针对一线医护人员压力的数字化干预措施:试点可行性队列试验的结果。
背景:COVID-19 大流行对医护人员的心理健康提出了挑战,增加了压力、精神压力(MD)和精神伤害(MI)的发生率。虚拟现实(VR)是研究精神痛苦和精神伤害的有用工具,因为它能有效激发心理生理反应,可定制,并允许对参与者进行实时控制研究:本研究旨在调查在 COVID-19 大流行期间使用由 VR 场景和教育视频组成的干预措施来研究医护人员 MD 的可行性,并在干预措施后使用我们的移动应用程序对压力、MD 和 MI 进行纵向监测:我们招募了 15 名参与者进行复合干预,其中包括一个 VR 场景,随后是教育视频和 VR 场景的重复。该情景描绘了与救生设备短缺有关的道德挑战情境。研究人员收集了生理信号以及道德伤害结果量表(MIOS)和感知压力量表(PSS)的评分。参与者在汇报环节中提供了他们对干预措施的印象,并对这些环节进行了内容分析。此外,我们还指导参与者在干预结束后的 8 周内使用一款移动应用程序来监测压力、MD 和心理健康症状。我们对 PSS 和 MIOS 分数进行了 Wilcoxon 符号秩检验,以调查 VR 场景是否会诱发压力和 MD。我们还通过半开放式反馈和 Igroup 临场感问卷分别评估了干预后的用户体验和临场感。我们对定性反馈进行了总结和分类,以提供一种体验视角:所有参与者都完成了干预。干预前和干预后的平均得分分别为:MIOS 10.4(标准差 9.9)和 13.5(标准差 9.1);PSS 17.3(标准差 7.5)和 19.1(标准差 8.1)。统计分析表明,干预前与干预后的 MIOS 和 PSS 分数没有明显差异(P=.11 和 P=.22),这表明实验并没有引起明显的压力或 MD。然而,内容分析显示了与 MD 体验相关的内疚、羞愧和背叛感。根据 Igroup 临场感问卷调查结果,VR 场景的整体临场感、空间临场感和参与度均高于平均水平,而逼真度略低于平均水平。在 15 名参与者中,有 8 人(53%)没有回答移动应用程序上的症状调查:我们的研究表明,VR 是一种可行的方法,可以模拟具有道德挑战性的情境,并诱发与 MD 相关的真实反应,具有较高的可接受性和耐受性。未来的研究可以更好地确定 VR 在检查压力、MD 和 MI 方面的急性和长期疗效。未来的研究需要改进移动数据采集的参与者策略:ClinicalTrails.gov NCT05001542;https://clinicaltrials.gov/study/NCT05001542.International 注册报告标识符(irrid):RR2-10.2196/32240。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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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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