Awe Inducing Elements in Virtual Reality Applications: A Prospective Study of Hospitalized Children and Caregivers.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Emily M He, Faaizah Arshad, Brian S-K Li, Ryan Brinda, Avani Ganesan, Lijin Zhang, Sammy Fehr, Meghana Renavikar, Samuel T Rodriguez, Ellen Wang, Oswaldo Rosales, Thomas J Caruso
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Abstract

Background: Hospitalized pediatric patients and their caregivers often experience anxiety and fear, resulting in withdrawal and aggression. Despite virtual reality (VR) being a safe and effective anxiolytic, it is unknown what software design aspects contribute to its effectiveness. This prospective observational study evaluated which VR application elements increased awe, which is correlated with improved behavior and satisfaction. Methods: Patients aged 6 to 25 years and their caregivers at an academic pediatric hospital interacted with a custom VR application that compared design aspects, including environment, graphics fidelity, and presence of a motivational character. Outcomes investigated self-reported awe, vastness, accommodation, and engagement. Data were analyzed using repeated measure ANOVA tests and correlation analyses. Results: A total of 202 participants were enrolled, and 179 (88 pediatric patients, 91 adult caregivers) were included in the final analysis. A fictional environment was more effective at increasing awe in pediatric patients (P = 0.030) compared with a realistic environment. However, increased graphics fidelity was more effective at increasing awe in caregiver adults (P = 0.023) compared with low resolution graphics. Presence of a motivational character did not influence awe in either patients or caregivers (P = 0.432, P = 0.904, respectively). All measures of awe were positively correlated with application engagement (P < 0.005). Conclusion: In conclusion, when software developers design VR software for pediatric patients and their caregivers, fictional settings and increased graphic fidelity should be considered for pediatric patients and adults, respectively. Future studies will explore other VR elements in gameplay settings.

虚拟现实应用中的敬畏元素:一项针对住院儿童和护理人员的前瞻性研究。
背景:住院的儿科病人及其护理人员经常会感到焦虑和恐惧,从而导致退缩和攻击行为。尽管虚拟现实(VR)是一种安全有效的抗焦虑剂,但目前还不清楚哪些软件设计方面有助于提高其有效性。这项前瞻性观察研究评估了哪些 VR 应用元素会增加敬畏感,而敬畏感又与行为改善和满意度相关。研究方法一家学术儿科医院的 6 至 25 岁患者及其护理人员与一款定制的 VR 应用程序进行了互动,该应用程序在设计方面进行了比较,包括环境、图形保真度和激励角色的存在。结果调查了自我报告的敬畏感、广度、适应性和参与度。数据采用重复测量方差分析测试和相关分析进行分析。结果共有 202 人参加了研究,其中 179 人(88 名儿科患者,91 名成年护理人员)被纳入最终分析。与逼真的环境相比,虚构的环境更能提高儿科患者的敬畏感(P = 0.030)。然而,与低分辨率图形相比,提高图形保真度更能增强成人护理人员的敬畏感(P = 0.023)。激励角色的存在对患者和护理人员的敬畏感都没有影响(P = 0.432,P = 0.904)。所有敬畏感的测量值都与应用的参与度呈正相关(P < 0.005)。结论总之,当软件开发人员为儿科患者及其护理人员设计 VR 软件时,应考虑分别为儿科患者和成人提供虚构的设置和更高的图形逼真度。未来的研究将探索游戏设置中的其他 VR 元素。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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