针对恐艾症的生物反馈增强型智能手机游戏化虚拟现实暴露疗法:开发与评估研究》(A Smartphone-Gamified Virtual Reality Exposure Therapy Augmented With Biofeedback for Ailurophobia: Development and Evaluation Study)。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-03-06 DOI:10.2196/34535
Ali Khaleghi, Abbas Narimani, Zahra Aghaei, Anahita Khorrami Banaraki, Peyman Hassani-Abharian
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引用次数: 0

摘要

背景:据我们所知,在伊朗或全球范围内,还没有针对恐猫症(猫恐惧症)的专门研究。这促使我们开展了这一项目,因为恐猫症很普遍,而且缺乏结合了经济实惠、易于使用的生物反馈(BF)工具的游戏化虚拟现实暴露疗法(VRET)。我们假设,与缺乏生物反馈的类似设备相比,游戏化虚拟现实暴露疗法与生物反馈的结合将产生更积极的效果:本研究的主要重点是针对动物恐惧症开发和初步评估一款集成了生物反馈工具的智能手机游戏化 VRET,并对动物恐惧症进行了具体的案例研究。次要目标是利用智能手环和智能手表等设备中价格低廉、随时可用的生物放大技术,创建一个移动虚拟现实游戏化应用程序,以提高患者的治疗依从性,同时增强应用程序的可访问性、可扩展性和推广性:评估包括三种方法。首先,我们确定了该工具对恐惧症干预的潜在积极作用,探索了4种作用:内在动力、模拟恐惧情境、在没有治疗师在场的情况下管理压力环境和减轻灾难性想法,以及对恐艾症治疗的初步效果。参与者被分为BF组和非BF组。其次,我们收集了用户对治疗的偏好和意见。第三,我们使用现有系统可用性量表中的44个启发式评估方法进行了启发式评估,这些量表评估了用户界面、虚拟现实平台和视频游戏的可玩性。为了解释数据,我们使用了平均分、单因素方差分析和双因素方差分析。共确定了 29 人,其中 10 人符合资格标准或可以访问:结果:与非 BF 版本相比,用 BF 增强的智能手机游戏化 VRET 在已识别效应方面表现出更好的效果,并有助于使与猫的接触正常化。此外,在 44 项启发式疗法中,有 41 项的百分比超过了 62%,这表明它具有作为治疗产品的潜力,并能提高患者对治疗的依从性。患者对治疗方法的偏好以及治疗方法的优缺点可供进一步改进:该工具有可能发展成为一种综合解决方案,它可以纳入各种类型的猫及其行为,模拟猫经常出现的环境,并在不诱发不切实际的恐惧的情况下通过增加冒险感来增强吸引力。通过调整恐惧元素,游戏可以量身定制,以治疗各种动物恐惧症。以恐惧症为重点的游戏应避免动作和战斗场景,以防止强化恐惧反应。经过严格评估后,还需要进一步探索,以便在临床环境之外提供远程使用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Smartphone-Gamified Virtual Reality Exposure Therapy Augmented With Biofeedback for Ailurophobia: Development and Evaluation Study.

Background: To the best of our knowledge, no specialized research has been conducted to address ailurophobia (fear of cats) in Iran or globally. This has driven our project, along with the prevalence of ailurophobia and the absence of a gamified virtual reality exposure therapy (VRET) that incorporates affordable and easily accessible biofeedback (BF) tools. We hypothesize that a gamified VRET augmented with BF will yield more positive effects than a similar device lacking BF.

Objective: This study primarily focuses on the development and preliminary evaluation of a smartphone-gamified VRET integrated with BF, targeting animal phobia, with a specific case study on ailurophobia. The secondary objectives are using affordable and readily available BF found in devices such as smart bands and smartwatches and creating a mobile virtual reality gamified app to improve patients' adherence to treatments while simultaneously enhancing the app's accessibility, scalability, and outreach.

Methods: Evaluations encompassed 3 methods. First, we identified the tool's potential positive effects on phobia interventions, exploring 4 effects: intrinsic motivation, simulation of fearful situations, management of stressful circumstances without therapists' presence and mitigation of catastrophic thoughts, and preliminary effects on ailurophobia treatment. Participants were divided into BF and non-BF groups. Second, we gathered user preferences and opinions about the treatment. Third, we conducted heuristic evaluations using 44 heuristics from existing system usability scales assessing user interfaces, virtual reality platforms, and video games' playability. To interpret the data, mean scores; ANOVA, single factor; and ANOVA, 2-factor with replication were used. A total of 29 individuals were identified, of which 10 met the eligibility criteria or were accessible.

Results: The smartphone-gamified VRET augmented with BF exhibited better results on the identified effects compared with the non-BF version and contributed to normalizing encounters with cats. Moreover, 41 of the 44 heuristics achieved a percentage above 62%, indicating its potential as a therapeutic product and its ability to enhance patient adherence to treatments. Patient preferences on the treatment and its strengths and weaknesses were provided for further improvement.

Conclusions: The tool has the potential to evolve into a comprehensive solution by incorporating various types of cats and their behaviors, simulating environments in which they are commonly found, and enhancing its appeal through an increased sense of adventure without inducing unrealistic fears. By adapting fear elements, the game can be tailored to treat various animal phobias. Phobia-focused games should avoid action and combat scenarios to prevent reinforcement of fear responses. After rigorous evaluation, further exploration is required to provide remote use beyond clinical settings.

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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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