Using Virtual Reality to Reduce Stress in Adolescents: Mixed Methods Usability Study.

IF 1.8
JMIR XR and spatial computing Pub Date : 2024-04-22 eCollection Date: 2024-01-01 DOI:10.2196/49171
Elin A Björling, Jennifer Sonney, Himanshu Zade, Sofia Rodriguez, Michael D Pullmann, Soo Hyun Moon
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Abstract

Background: Adolescent mental health is a national mental health emergency amid surging rates of anxiety and depression. Given the scarcity and lack of scalable mental health services, the use of self-administered, evidence-based technologies to support adolescent mental health is both timely and imperative.

Objective: The goal of this study was 2-fold: (1) to determine the feasibility, usability, and engagement of a participatory designed, nature-based virtual reality (VR) environment and (2) to determine the preliminary outcomes of our self-administered VR environment on depression, mindfulness, perceived stress, and momentary stress and mood.

Methods: We conducted a within-person, 3-week, in-home study with a community-based sample of 44 adolescents. Participants completed surveys of perceived stress, depression, cognitive fusion, and mindfulness at intake, postintervention, and a 3-week follow-up. Participants were invited to use a nature-based, VR environment that included 6 evidence-based activities 3 to 5 times per week. They completed momentary stress and mood surveys 5 times each day and before and after each VR session. Postintervention, participants completed surveys on system and intervention usability and their experiences with using the VR system. Quantitative data were analyzed using descriptive statistics and mixed effects modeling to explore the effect of the VR environment on stress. Qualitative data were analyzed using collaborative thematic analysis.

Results: Participants' use of the VR environment ranged from 1 session to 24 sessions (mean 6.27 sessions) at home over a 3-week period. The 44 participants completed all study protocols, indicating our protocol was feasible and the VR environment was engaging for most. Both the use of the VR system and novel VR intervention received strong usability ratings (mean 74.87 on the System Usability Scale). Most teens indicated that they found the tool to be easily administered, relaxing, and helpful with stress. For some, it offered space to process difficult emotions. The themes calm, regulating, and forget about everything resulted from open-ended exit interview data. Although the Relaxation Environment for Stress in Teens (RESeT) did not significantly affect repeated survey measurements of depression, mindfulness, nor cognitive fusion, it did positively affect momentary mood (pre-intervention: 10.8, post-intervention: 12.0, P=.001) and decrease momentary stress (pre-intervention: 37.9, post-intervention: 20.6, P=.001). We found a significant reduction in within-day momentary stress that strengthened with increased VR use over time during the study period (P=.03).

Conclusions: These preliminary data inform our own VR environment design but also provide evidence of the potential for self-administered VR as a promising tool to support adolescent mental health. Self-administered VR for mental health may be an effective intervention for reducing adolescent stress. However, understanding barriers (including disengagement) to using VR, as well as further encouraging participatory design with teens, may be imperative to the success of future mental health interventions.

使用虚拟现实减轻青少年压力:混合方法可用性研究。
背景:青少年心理健康是焦虑和抑郁率激增的国家心理健康紧急情况。鉴于可扩展精神卫生服务的稀缺和缺乏,使用自我管理的、基于证据的技术来支持青少年精神卫生既及时又势在必行。目的:本研究的目的有两个方面:(1)确定参与式设计、基于自然的虚拟现实(VR)环境的可行性、可用性和参与度;(2)确定我们自我管理的VR环境对抑郁、正念、感知压力、瞬间压力和情绪的初步结果。方法:我们对以社区为基础的44名青少年进行了为期3周的面对面家庭研究。参与者在入院时、干预后和3周随访时完成了感知压力、抑郁、认知融合和正念的调查。参与者被邀请使用基于自然的VR环境,其中包括每周3至5次的6项循证活动。他们每天完成5次瞬时压力和情绪调查,并在每次VR会话之前和之后完成。干预后,参与者完成了系统和干预可用性以及他们使用VR系统的体验的调查。采用描述性统计和混合效应模型对定量数据进行分析,探讨虚拟现实环境对应激的影响。定性数据采用协同专题分析进行分析。结果:在3周的时间里,参与者在家中使用VR环境的次数从1次到24次(平均6.27次)不等。44名参与者完成了所有的研究方案,表明我们的方案是可行的,VR环境对大多数人都很有吸引力。虚拟现实系统的使用和新颖的虚拟现实干预都获得了很高的可用性评分(系统可用性量表的平均得分为74.87)。大多数青少年表示,他们发现这个工具易于使用,放松,并有助于缓解压力。对一些人来说,它提供了处理困难情绪的空间。主题是冷静、规范和忘记一切,这些都来自于开放式的离职面谈数据。虽然青少年压力放松环境(RESeT)对抑郁、正念和认知融合的重复调查测量没有显著影响,但它确实对瞬间情绪(干预前:10.8,干预后:12.0,P= 0.001)和减少瞬间压力(干预前:37.9,干预后:20.6,P= 0.001)有积极影响。我们发现,在研究期间,随着时间的推移,随着VR使用的增加,白天瞬间压力显著减少(P=.03)。结论:这些初步数据为我们自己的VR环境设计提供了信息,但也为自我管理的VR作为支持青少年心理健康的有前途的工具提供了证据。自我管理的VR心理健康可能是减少青少年压力的有效干预措施。然而,了解使用虚拟现实的障碍(包括脱离),以及进一步鼓励青少年参与设计,可能是未来心理健康干预措施成功的必要条件。
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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