基于理论的慢性腰痛心理教育干预设计的增强现实中传统和虚拟现实方法的整合:范围回顾。

IF 1.9 Q3 MEDICINE, RESEARCH & EXPERIMENTAL
Robin Conen, Steffen Mueller, Ana Nanette Tibubos
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引用次数: 0

摘要

背景:心理教育对慢性腰痛(CLBP)常规治疗的心理成分有积极影响。医疗保健的数字化引发了对虚拟现实(VR)干预措施的讨论。然而,由于完全沉浸在VR中,CLBP治疗存在一些局限性。相比之下,增强现实(AR)用虚拟元素来补充现实世界,包括自己的身体感官知觉,可以将传统方法和虚拟现实方法结合起来。目的:本研究旨在回顾包括沉浸式技术在内的心理教育治疗CLBP的研究现状,并提出针对CLBP的AR心理教育建议。方法:根据PRISMA(系统评价和荟萃分析首选报告项目)指南,于2024年8月使用Livivo ZB MED, PubMed, Web of Science,美国心理协会PsycINFO (PsycArticle)和PsyArXiv Preprints数据库进行范围审查。根据演绎提取的4个类别对纳入的研究进行定性内容分析。结果:我们纳入了2019年至2024年间发表的12项关于传统和基于vr的心理教育治疗CLBP的研究,但没有研究涉及AR。在这些研究中,教育计划与物理治疗相结合,包括疼痛生物学、心理教育、应对策略和放松技术的内容。主要结果为疼痛强度、运动恐惧症、疼痛灾难化、残疾程度、生活质量、幸福感、自我效能、抑郁、损耗率和用户体验。从心理学的角度来看,被动、主动和游戏化策略都被用来促进内在动机。从软件开发的角度考虑用户体验,建议用户友好、操作支持和应用挑战。结论:对于基于ar的CLBP心理教育干预框架的开发,将技术的接受和使用理论与健康心理行为改变理论的见解相结合显得非常重要。本文提出并讨论了一个基于理论的CLBP心理教育干预设计实例。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Integration of Conventional and Virtual Reality Approaches in Augmented Reality for Theory-Based Psychoeducational Intervention Design for Chronic Low Back Pain: Scoping Review.

Background: Psychoeducation positively influences the psychological components of chronic low back pain (CLBP) in conventional treatments. The digitalization of health care has led to the discussion of virtual reality (VR) interventions. However, CLBP treatments in VR have some limitations due to full immersion. In comparison, augmented reality (AR) supplements the real world with virtual elements involving one's own body sensory perception and can combine conventional and VR approaches.

Objective: The aim of this study was to review the state of research on the treatment of CLBP through psychoeducation, including immersive technologies, and to formulate suggestions for psychoeducation in AR for CLBP.

Methods: A scoping review following PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines was performed in August 2024 by using Livivo ZB MED, PubMed, Web of Science, American Psychological Association PsycINFO (PsycArticle), and PsyArXiv Preprints databases. A qualitative content analysis of the included studies was conducted based on 4 deductively extracted categories.

Results: We included 12 studies published between 2019 and 2024 referring to conventional and VR-based psychoeducation for CLBP treatment, but no study referred to AR. In these studies, educational programs were combined with physiotherapy, encompassing content on pain biology, psychological education, coping strategies, and relaxation techniques. The key outcomes were pain intensity, kinesiophobia, pain catastrophizing, degree of disability, quality of life, well-being, self-efficacy, depression, attrition rate, and user experience. Passive, active, and gamified strategies were used to promote intrinsic motivation from a psychological point of view. Regarding user experience from a software development perspective, user friendliness, operational support, and application challenges were recommended.

Conclusions: For the development of a framework for an AR-based psychoeducational intervention for CLBP, the combination of theories of acceptance and use of technologies with insights from health psychological behavior change theories appears to be of great importance. An example of a theory-based design of a psychoeducation intervention in AR for CLBP is proposed and discussed.

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来源期刊
Interactive Journal of Medical Research
Interactive Journal of Medical Research MEDICINE, RESEARCH & EXPERIMENTAL-
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12 weeks
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