Acceptability, Usability, and Insights Into Cybersickness Levels of a Novel Virtual Reality Environment for the Evaluation of Depressive Symptoms: Exploratory Observational Study.

IF 2 Q3 HEALTH CARE SCIENCES & SERVICES
Sara Sutori, Emma Therése Eliasson, Francesca Mura, Victor Ortiz, Vincenzo Catrambonephd, Gergö Hadlaczky, Ivo Todorov, Antonio Luca Alfeo, Valentina Cardi, Mario G C A Cimino, Giovanna Mioni, Mariano Alcañiz Raya, Gaetano Valenza, Vladimir Carli, Claudio Gentili
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Abstract

Background: There is a clear need for enhanced mental health assessment, depressive symptom (DS) evaluation being no exception. A promising approach to this aim is using virtual reality (VR), which entails the potential of adding a wider set of assessment domains with enhanced ecological validity. However, whilst several studies have used VR for both diagnostic and treatment purposes, its acceptance, in particular how exposure to virtual environments affects populations with psychiatric conditions remains unknown.

Objective: This study aims to report on the acceptability, usability, and cybersickness levels of a pilot VR environment designed for the purpose of differentiating between individuals with DSs.

Methods: The exploratory study, conducted in Italy, included 50 healthy controls and 50 young adults with mild-to-moderate DSs (without the need for a formal diagnosis). The study used an observational design with approximately 30 minutes of VR exposure followed by a self-report questionnaire battery. The battery included a questionnaire based on the Theoretical Framework of Acceptability, the System Usability Scale as well as the Simulator Sickness Questionnaire.

Results: Results indicate that the majority found VR acceptable for the purposes of mental health screening and treatment. However, for diagnostics, there was a clear preference for VR to be used by mental health professionals as a supplementary tool, as opposed to a stand-alone solution. In practice, following exposure to the pilot VR environment, generally, good levels of acceptability and usability were reported, but areas in need of improvement were identified (such as self-efficacy). Self-reported cybersickness levels were comparable to literature averages but were considerably higher among those with DSs.

Conclusions: These findings raise questions about the potential interplay between underlying somatic symptoms of depression and VR-induced cybersickness and call for more attention from the scientific community both in terms of methodology as well as potential clinical and theoretical implications. Conclusively, user support indicates a potential for VR to aid mental health assessment, but further research is needed to understand how exposure to virtual environments might affect populations with varying severity and other forms of psychiatric symptoms.

International registered report identifier (irrid): RR2-10.1186/ISRCTN16396369.

可接受性、可用性和对新型虚拟现实环境中抑郁症状评估的晕机程度的见解:探索性观察研究。
背景:明确需要加强心理健康评估,抑郁症状(DS)评估也不例外。实现这一目标的一个有希望的方法是使用虚拟现实(VR),它需要增加更广泛的评估域集,增强生态有效性的潜力。然而,尽管一些研究已经将VR用于诊断和治疗目的,但它的接受程度,特别是暴露于虚拟环境如何影响精神疾病人群,仍然未知。目的:本研究旨在报告一个试验性VR环境的可接受性、可用性和晕动症水平,该环境旨在区分患有DSs的个体。方法:在意大利进行的探索性研究包括50名健康对照和50名轻中度DSs(无需正式诊断)的年轻成年人。该研究采用了一种观察性设计,即大约30分钟的VR暴露,然后进行自我报告问卷调查。这套问卷包括基于可接受性理论框架的问卷、系统可用性量表和模拟器病态问卷。结果:结果表明,大多数人认为VR可用于心理健康筛查和治疗。然而,对于诊断,人们明显倾向于将虚拟现实作为精神卫生专业人员的补充工具,而不是独立的解决方案。在实践中,在暴露于试点VR环境之后,通常报告了良好的可接受性和可用性水平,但需要改进的领域被确定(例如自我效能)。自我报告的晕动症水平与文献平均水平相当,但在患有猝死症的人群中要高得多。结论:这些发现提出了抑郁症潜在躯体症状与vr引起的晕屏病之间潜在相互作用的问题,并呼吁科学界在方法学以及潜在的临床和理论意义方面给予更多关注。最后,用户支持表明虚拟现实有帮助心理健康评估的潜力,但需要进一步研究以了解暴露于虚拟环境如何影响具有不同严重程度和其他形式精神症状的人群。国际注册报告标识符(irrid): RR2-10.1186/ISRCTN16396369。
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 Formative Research
JMIR Formative Research Medicine-Medicine (miscellaneous)
CiteScore
2.70
自引率
9.10%
发文量
579
审稿时长
12 weeks
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