考虑基于理论的游戏化在抑郁症虚拟现实认知修复干预(bWell-D)的共同设计和开发:混合方法研究。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-03-31 DOI:10.2196/59514
Mark Hewko, Vincent Gagnon Shaigetz, Michael S Smith, Elicia Kohlenberg, Pooria Ahmadi, Maria Elena Hernandez Hernandez, Catherine Proulx, Anne Cabral, Melanie Segado, Trisha Chakrabarty, Nusrat Choudhury
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引用次数: 0

摘要

背景:我们与临床领域的专家合作,开发了一种沉浸式虚拟现实(VR)认知修复重度抑郁症(bWell-D)的原型。在开发新的数字干预措施时,需要使用系统的方法确定有效成分和临床相关性。从实施的角度来看,数字干预交付的有效性受到低使用率和高不合规率的挑战。游戏化可以在解决这个问题上发挥作用,因为它可以提高依从性。然而,在应用中需要仔细考虑从本质上促进用户动机。目标:我们的目标是通过一个迭代的开发过程来解决这些挑战,包括共同设计开发内容和游戏化的应用,同时考虑到行为改变理论。这项工作遵循了VR疗法开发国际工作组概述的方法框架指南。方法:在之前报道的工作中,我们收集了患者和护理提供者的定性数据,以了解最终用户对使用VR技术进行认知修复的看法,揭示行为改变的驱动因素,并获得针对VR项目的改变建议。在本研究中,我们将这些发现转化为具体的代表性软件功能或特征,并根据行为理论对其进行评估,以表征游戏化元素,即驱动行为改变和内在参与的因素,这在认知补救的背景下尤为重要。通过用户试用对实现的更改进行了正式评估。结果:结果表明,最终用户的反馈主要集中在使用游戏化来增加人工挑战、个性化和定制选项以及人工辅助,同时关注能力作为行为改变的驱动因素。研究还发现,在促进内在参与方面,最常提到的是满足胜任能力的需要。在用户试验中,bWell-D耐受性良好,初步结果表明,在为期四周的培训计划中,用户体验评级有所提高,参与度很高。结论:在本文中,我们提出了一个应用游戏化的过程,包括描述以标准化方式应用的内容,并确定目标的潜在机制。典型的游戏化元素,如积分、得分、奖励和奖品,以外在方式瞄准动机。在这项工作中,我们发现,最终用户建议的修改导致了不太常见的游戏化元素的加入,这些元素往往更注重个人能力。研究发现,结合最终用户反馈可以导致游戏化以更广泛的方式应用,并确定可能更适合心理健康领域的元素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Considering Theory-Based Gamification in the Co-Design and Development of a Virtual Reality Cognitive Remediation Intervention for Depression (bWell-D): Mixed Methods Study.

Background: In collaboration with clinical domain experts, we developed a prototype of immersive virtual reality (VR) cognitive remediation for major depressive disorder (bWell-D). In the development of a new digital intervention, there is a need to determine the effective components and clinical relevance using systematic methodologies. From an implementation perspective, the effectiveness of digital intervention delivery is challenged by low uptake and high noncompliance rates. Gamification may play a role in addressing this as it can boost adherence. However, careful consideration is required in its application to promote user motivation intrinsically.

Objective: We aimed to address these challenges through an iterative process for development that involves co-design for developing content as well as in the application of gamification while also taking into consideration behavior change theories. This effort followed the methodological framework guidelines outlined by an international working group for development of VR therapies.

Methods: In previously reported work, we collected qualitative data from patients and care providers to understand end-user perceptions on the use of VR technologies for cognitive remediation, reveal insights on the drivers for behavior change, and obtain suggestions for changes specific to the VR program. In this study, we translated these findings into concrete representative software functionalities or features and evaluated them against behavioral theories to characterize gamification elements in terms of factors that drive behavior change and intrinsic engagement, which is of particular importance in the context of cognitive remediation. The implemented changes were formally evaluated through user trials.

Results: The results indicated that feedback from end users centered on using gamification to add artificial challenges, personalization and customization options, and artificial assistance while focusing on capability as the behavior change driver. It was also found that, in terms of promoting intrinsic engagement, the need to meet competence was most frequently raised. In user trials, bWell-D was well tolerated, and preliminary results suggested an increase in user experience ratings with high engagement reported throughout a 4-week training program.

Conclusions: In this paper, we present a process for the application of gamification that includes characterizing what was applied in a standardized way and identifying the underlying mechanisms that are targeted. Typical gamification elements such as points and scoring and rewards and prizes target motivation in an extrinsic fashion. In this work, it was found that modifications suggested by end users resulted in the inclusion of gamification elements less commonly observed and that tend to focus more on individual ability. It was found that the incorporation of end-user feedback can lead to the application of gamification in broader ways, with the identification of elements that are potentially better suited for mental health domains.

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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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