Extended Reality for Mental Health Evaluation: Scoping Review.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-07-24 DOI:10.2196/38413
Olatunji Mumini Omisore, Ifeanyi Odenigbo, Joseph Orji, Amelia Itzel Hernandez Beltran, Sandra Meier, Nilufar Baghaei, Rita Orji
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引用次数: 0

Abstract

Background: Mental health disorders are the leading cause of health-related problems worldwide. It is projected that mental health disorders will be the leading cause of morbidity among adults as the incidence rates of anxiety and depression grow worldwide. Recently, "extended reality" (XR), a general term covering virtual reality (VR), augmented reality (AR), and mixed reality (MR), is paving the way for the delivery of mental health care.

Objective: We aimed to investigate the adoption and implementation of XR technology used in interventions for mental disorders and to provide statistical analyses of the design, usage, and effectiveness of XR technology for mental health interventions with a worldwide demographic focus.

Methods: In this paper, we conducted a scoping review of the development and application of XR in the area of mental disorders. We performed a database search to identify relevant studies indexed in Google Scholar, PubMed, and the ACM Digital Library. A search period between August 2016 and December 2023 was defined to select papers related to the usage of VR, AR, and MR in a mental health context. The database search was performed with predefined queries, and a total of 831 papers were identified. Ten papers were identified through professional recommendation. Inclusion and exclusion criteria were designed and applied to ensure that only relevant studies were included in the literature review.

Results: We identified a total of 85 studies from 27 countries worldwide that used different types of VR, AR, and MR techniques for managing 14 types of mental disorders. By performing data analysis, we found that most of the studies focused on high-income countries, such as the United States (n=14, 16.47%) and Germany (n=12, 14.12%). None of the studies were for African countries. The majority of papers reported that XR techniques lead to a significant reduction in symptoms of anxiety or depression. The majority of studies were published in 2021 (n=26, 30.59%). This could indicate that mental disorder intervention received higher attention when COVID-19 emerged. Most studies (n=65, 76.47%) focused on a population in the age range of 18-65 years, while few studies (n=2, 3.35%) focused on teenagers (ie, subjects in the age range of 10-19 years). In addition, more studies were conducted experimentally (n=67, 78.82%) rather than by using analytical and modeling approaches (n=8, 9.41%). This shows that there is a rapid development of XR technology for mental health care. Furthermore, these studies showed that XR technology can effectively be used for evaluating mental disorders in a similar or better way that conventional approaches.

Conclusions: In this scoping review, we studied the adoption and implementation of XR technology for mental disorder care. Our review shows that XR treatment yields high patient satisfaction, and follow-up assessments show significant improvement with large effect sizes. Moreover, the studies adopted unique designs that were set up to record and analyze the symptoms reported by their participants. This review may aid future research and development of various XR mechanisms for differentiated mental disorder procedures.

心理健康评估的扩展现实:范围审查。
背景:精神疾病是导致全球健康相关问题的主要原因。据预测,随着焦虑症和抑郁症发病率在全球范围内的增长,精神疾病将成为成年人发病的主要原因。最近,"扩展现实"(XR)--一个涵盖虚拟现实(VR)、增强现实(AR)和混合现实(MR)的统称--正在为提供心理健康护理铺平道路:我们旨在调查 XR 技术在精神障碍干预中的采用和实施情况,并以全球人口为重点,对 XR 技术在精神健康干预中的设计、使用和效果进行统计分析:在本文中,我们对 XR 在精神障碍领域的发展和应用进行了范围界定。我们进行了数据库检索,以确定谷歌学术、PubMed 和 ACM 数字图书馆中索引的相关研究。检索期为 2016 年 8 月至 2023 年 12 月,目的是筛选出与 VR、AR 和 MR 在精神健康领域的应用相关的论文。通过预定义查询进行数据库搜索,共确定了 831 篇论文。通过专业人士推荐,确定了 10 篇论文。我们设计并应用了纳入和排除标准,以确保只有相关研究才被纳入文献综述:我们在全球 27 个国家共发现了 85 项研究,这些研究使用了不同类型的虚拟现实、增强现实和磁共振技术来管理 14 种精神障碍。通过数据分析,我们发现大多数研究都集中在高收入国家,如美国(14 项,占 16.47%)和德国(12 项,占 14.12%)。没有一项研究是针对非洲国家的。大多数论文报告称,XR 技术可显著减轻焦虑或抑郁症状。大多数研究发表于 2021 年(n=26,30.59%)。这可能表明,当 COVID-19 出现时,精神障碍干预受到了更多关注。大多数研究(n=65,76.47%)的研究对象为 18-65 岁的人群,而少数研究(n=2,3.35%)的研究对象为青少年(即 10-19 岁的受试者)。此外,更多的研究是通过实验进行的(67 项,占 78.82%),而不是使用分析和建模方法(8 项,占 9.41%)。这表明,XR 技术在心理健康护理方面发展迅速。此外,这些研究还表明,XR 技术可以有效地用于评估精神障碍,其效果与传统方法相似,甚至更好:在这篇范围综述中,我们研究了 XR 技术在精神障碍治疗中的应用和实施情况。综述显示,XR 治疗的患者满意度很高,随访评估显示患者病情有明显改善,且疗效显著。此外,这些研究采用了独特的设计,旨在记录和分析参与者报告的症状。本综述可能有助于未来针对不同精神障碍程序的各种 XR 机制的研究和开发。
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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