Steffen Holsteg , Johanna M. Askeridis , Jarek Krajewski , Philip Mildner , Sebastian Freitag , Tobias Müller , Sebastian Schnieder , Annika Gieselmann , André Karger
{"title":"针对抑郁症患者的虚拟现实角色扮演:用户体验评估","authors":"Steffen Holsteg , Johanna M. Askeridis , Jarek Krajewski , Philip Mildner , Sebastian Freitag , Tobias Müller , Sebastian Schnieder , Annika Gieselmann , André Karger","doi":"10.1016/j.invent.2024.100713","DOIUrl":null,"url":null,"abstract":"<div><h3>Background</h3><p>Virtual reality (VR) has been used successfully and effectively in psychotherapy for a variety of disorders. In the field of depression, there are only a few VR interventions and approaches. Although simple social interactions have been successfully modeled in VR for several mental disorders, there has been no transfer to the field of depression therapy. VR may be employed for psychodynamic psychotherapy to work on interpersonal conflict patterns. In this study, we developed and evaluated a VR intervention for the simulation of roleplay situations in the context of supportive-expressive therapy.</p></div><div><h3>Methods</h3><p>We conducted a clinical user experience (UX) study at a psychotherapeutic clinic in Düsseldorf, Germany. Eight inpatients with depression and four therapists were included. Semi-structured interviews and qualitative content analysis were used to identify UX issues of the developed VR intervention. Usability questionnaires and technical usage data were also considered. The VR intervention consisted of two therapist-controlled roleplay scenarios designed to support work on the core conflictual relationship theme by allowing patients to interact in typical problematic social situations. Recorded VR roleplays allow for therapeutic debriefing with a change of perspective. Therapists were given the option of using the roleplay in multiple sessions.</p></div><div><h3>Results</h3><p>All therapists conducted one session per patient with the VR intervention. From the patient interviews, 26 UX issues were extracted, of which one technical malfunction and two unclarities in the interaction with the VR agent were rated as major problems. From the therapist interviews, 14 UX issues were extracted, of which five were rated as major problems related to the interface in the dialog control or the complex system setup.</p></div><div><h3>Conclusion</h3><p>The main problem was designing a dialog structure that allows both complex conversational flows and a clear control interface. In principle, VR roleplays could be integrated well and safely into therapy. The VR intervention shows promise for providing an emotional experience of interpersonal conflict patterns in the context of psychotherapy. Additionally, other roleplay situations involving various social problem areas must be created and evaluated in terms of the fit to the patients' core conflictual relationship themes.</p></div>","PeriodicalId":48615,"journal":{"name":"Internet Interventions-The Application of Information Technology in Mental and Behavioural Health","volume":null,"pages":null},"PeriodicalIF":3.6000,"publicationDate":"2024-01-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S221478292400006X/pdfft?md5=6f6c0299de1ad139512473e14c2e9f26&pid=1-s2.0-S221478292400006X-main.pdf","citationCount":"0","resultStr":"{\"title\":\"Virtual reality roleplays for patients with depression: A user experience evaluation\",\"authors\":\"Steffen Holsteg , Johanna M. Askeridis , Jarek Krajewski , Philip Mildner , Sebastian Freitag , Tobias Müller , Sebastian Schnieder , Annika Gieselmann , André Karger\",\"doi\":\"10.1016/j.invent.2024.100713\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><h3>Background</h3><p>Virtual reality (VR) has been used successfully and effectively in psychotherapy for a variety of disorders. In the field of depression, there are only a few VR interventions and approaches. Although simple social interactions have been successfully modeled in VR for several mental disorders, there has been no transfer to the field of depression therapy. VR may be employed for psychodynamic psychotherapy to work on interpersonal conflict patterns. In this study, we developed and evaluated a VR intervention for the simulation of roleplay situations in the context of supportive-expressive therapy.</p></div><div><h3>Methods</h3><p>We conducted a clinical user experience (UX) study at a psychotherapeutic clinic in Düsseldorf, Germany. Eight inpatients with depression and four therapists were included. Semi-structured interviews and qualitative content analysis were used to identify UX issues of the developed VR intervention. Usability questionnaires and technical usage data were also considered. The VR intervention consisted of two therapist-controlled roleplay scenarios designed to support work on the core conflictual relationship theme by allowing patients to interact in typical problematic social situations. Recorded VR roleplays allow for therapeutic debriefing with a change of perspective. Therapists were given the option of using the roleplay in multiple sessions.</p></div><div><h3>Results</h3><p>All therapists conducted one session per patient with the VR intervention. From the patient interviews, 26 UX issues were extracted, of which one technical malfunction and two unclarities in the interaction with the VR agent were rated as major problems. From the therapist interviews, 14 UX issues were extracted, of which five were rated as major problems related to the interface in the dialog control or the complex system setup.</p></div><div><h3>Conclusion</h3><p>The main problem was designing a dialog structure that allows both complex conversational flows and a clear control interface. In principle, VR roleplays could be integrated well and safely into therapy. The VR intervention shows promise for providing an emotional experience of interpersonal conflict patterns in the context of psychotherapy. 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Virtual reality roleplays for patients with depression: A user experience evaluation
Background
Virtual reality (VR) has been used successfully and effectively in psychotherapy for a variety of disorders. In the field of depression, there are only a few VR interventions and approaches. Although simple social interactions have been successfully modeled in VR for several mental disorders, there has been no transfer to the field of depression therapy. VR may be employed for psychodynamic psychotherapy to work on interpersonal conflict patterns. In this study, we developed and evaluated a VR intervention for the simulation of roleplay situations in the context of supportive-expressive therapy.
Methods
We conducted a clinical user experience (UX) study at a psychotherapeutic clinic in Düsseldorf, Germany. Eight inpatients with depression and four therapists were included. Semi-structured interviews and qualitative content analysis were used to identify UX issues of the developed VR intervention. Usability questionnaires and technical usage data were also considered. The VR intervention consisted of two therapist-controlled roleplay scenarios designed to support work on the core conflictual relationship theme by allowing patients to interact in typical problematic social situations. Recorded VR roleplays allow for therapeutic debriefing with a change of perspective. Therapists were given the option of using the roleplay in multiple sessions.
Results
All therapists conducted one session per patient with the VR intervention. From the patient interviews, 26 UX issues were extracted, of which one technical malfunction and two unclarities in the interaction with the VR agent were rated as major problems. From the therapist interviews, 14 UX issues were extracted, of which five were rated as major problems related to the interface in the dialog control or the complex system setup.
Conclusion
The main problem was designing a dialog structure that allows both complex conversational flows and a clear control interface. In principle, VR roleplays could be integrated well and safely into therapy. The VR intervention shows promise for providing an emotional experience of interpersonal conflict patterns in the context of psychotherapy. Additionally, other roleplay situations involving various social problem areas must be created and evaluated in terms of the fit to the patients' core conflictual relationship themes.
期刊介绍:
Official Journal of the European Society for Research on Internet Interventions (ESRII) and the International Society for Research on Internet Interventions (ISRII).
The aim of Internet Interventions is to publish scientific, peer-reviewed, high-impact research on Internet interventions and related areas.
Internet Interventions welcomes papers on the following subjects:
• Intervention studies targeting the promotion of mental health and featuring the Internet and/or technologies using the Internet as an underlying technology, e.g. computers, smartphone devices, tablets, sensors
• Implementation and dissemination of Internet interventions
• Integration of Internet interventions into existing systems of care
• Descriptions of development and deployment infrastructures
• Internet intervention methodology and theory papers
• Internet-based epidemiology
• Descriptions of new Internet-based technologies and experiments with clinical applications
• Economics of internet interventions (cost-effectiveness)
• Health care policy and Internet interventions
• The role of culture in Internet intervention
• Internet psychometrics
• Ethical issues pertaining to Internet interventions and measurements
• Human-computer interaction and usability research with clinical implications
• Systematic reviews and meta-analysis on Internet interventions