Social cognition training using virtual reality for people with schizophrenia: a scoping review

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
D. A. Pérez-Ferrara, G. Y. Flores-Medina, E. Landa-Ramírez, D. J. González-Sánchez, J. A. Luna-Padilla, A. L. Sosa-Millán, A. Mondragón-Maya
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Abstract

To date, many interventions for social cognition have been developed. Nevertheless, the use of social cognition training with virtual reality (SCT-VR) in schizophrenia is a recent field of study. Therefore, a scoping review is a suitable method to examine the extent of existing literature, the characteristics of the studies, and the SCT-VR. Additionally, it allows us to summarize findings from a heterogeneous body of knowledge and identify gaps in the literature favoring the planning and conduct of future research. The aim of this review was to explore and describe the characteristics of SCT-VR in schizophrenia. The searched databases were MEDLINE, PsycInfo, Web of Science, and CINAHL. This scoping review considered experimental, quasi-experimental, analytical observational and descriptive observational study designs. The full text of selected citations was assessed by two independent reviewers. Data were extracted from papers included in the scoping review by two independent reviewers. We identified 1,407 records. A total of twelve studies were included for analyses. Study designs were variable, most research was proof-of-concept or pilot studies. Most SCT-VR were immersive and targeted interventions. Number of sessions ranged from 9 to 16, and the duration of each session ranged from 45 to 120 min. Some studies reported a significant improvement in emotion recognition and/or theory of mind. However, SCT-VR is a recent research field in which the heterogeneity in methodological approaches is evident and has prevented the reaching of robust conclusions. Preliminary evidence has shown that SCT-VR could represent a feasible and promising approach for improving SC deficits in schizophrenia.

Abstract Image

利用虚拟现实技术对精神分裂症患者进行社会认知训练:范围界定综述
迄今为止,已经开发了许多针对社会认知的干预措施。然而,在精神分裂症中使用虚拟现实技术(SCT-VR)进行社会认知训练还是一个最新的研究领域。因此,范围综述是考察现有文献范围、研究特点和 SCT-VR 的合适方法。此外,它还能让我们总结来自不同知识体系的研究结果,并找出文献中的不足之处,以利于规划和开展未来的研究。本综述旨在探讨和描述精神分裂症 SCT-VR 的特征。检索的数据库包括 MEDLINE、PsycInfo、Web of Science 和 CINAHL。本范围界定综述考虑了实验性、准实验性、分析观察性和描述观察性研究设计。两位独立审稿人对所选引文的全文进行了评估。两名独立审稿人从纳入范围界定综述的论文中提取数据。我们确定了 1,407 条记录。共有 12 项研究被纳入分析。研究设计各不相同,大多数研究都是概念验证或试点研究。大多数 SCT-VR 都是沉浸式和有针对性的干预措施。治疗次数从 9 次到 16 次不等,每次治疗时间从 45 分钟到 120 分钟不等。一些研究报告称,情绪识别和/或心智理论得到了明显改善。然而,SCT-VR 是一个新近的研究领域,其研究方法的异质性显而易见,这妨碍了得出可靠的结论。初步证据表明,SCT-VR 是改善精神分裂症 SC 缺陷的一种可行且有前景的方法。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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