网络病。与虚拟现实有关的不良影响的系统文献综述

L. Simón-Vicente , S. Rodríguez-Cano , V. Delgado-Benito , V. Ausín-Villaverde , E. Cubo Delgado
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引用次数: 0

摘要

背景虚拟现实(VR)利用计算机技术创建模拟环境。VR 是一项不断发展的技术,有望在医学、娱乐、体育、游戏和模拟等不同领域得到广泛应用。然而,有关 VR 副作用的信息仍然有限。我们的目的是找出 VR 治疗应用最常见的身体副作用。研究方法通过 4 个电子数据库(Entrez Pubmed、Scopus、Science Direct 和 Wiley 数据库)查阅了 2016 年至 2021 年间所有使用模拟器疾病问卷(SSQ)评估 VR 作为治疗干预和副作用的全文文章。结果55篇综述文章中有10篇(18%)符合纳入/排除标准,包括416名患者样本,平均年龄为24.54(15-52.6)岁。根据 PEDro 评分标准,两篇文章(20%)被认为是良好或优秀。与桌面系统相比,头戴式显示器的副作用报告更为频繁,尤其是迷失方向,其次是恶心和眼球运动障碍。与其他任何治疗干预一样,在使用精心设计的科学方法规划 VR 干预之前,了解其有效性和安全性非常重要。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Cybersickness. A systematic literature review of adverse effects related to virtual reality

Background

Virtual Reality (VR) uses computer technology to create a simulated environment. VR is a growing technology with promising extensive applications in different areas such as Medicine, entertainment, sports, gaming, and simulation. However, information about VR side effects is still limited. We aimed to identify the most frequent physical side effects caused by VR therapeutic applications.

Methodology

All available full-text articles evaluating VR as a therapeutic intervention and side effects using the Simulator Sickness Questionnaire (SSQ) between 2016 and 2021 were consulted across 4 electronic (Entrez Pubmed, Scopus, Science Direct, and Wiley databases). The methodological quality was assessed using the PEDro scale.

Results

Ten out of 55 reviewed articles (18%) met inclusion/exclusion criteria, including a sample of 416 patients, mean age of 24.54 (15–52.6) years old. According to the PEDro scale, two articles (20%) were considered good or excellent. Side effects were reported more frequently with head-mounted displays compared to desktop systems, especially disorientation, followed by nausea and oculomotor disturbances.

Conclusions

Although VR might have positive effects as a therapeutic tool, VR can also cause side events. As in any other therapeutic intervention, it is important to understand the effectiveness and safety before planning a VR intervention using a well-designed scientific methodology.
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