娱乐治疗师在评估虚拟现实游戏时考虑休闲动机

IF 0.7 Q4 REHABILITATION
Lauren Lee Isaacs, Rhonda Nelson, S. Trapp
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引用次数: 0

摘要

虚拟现实(VR)干预措施可以激励客户在医疗保健设置的治疗。然而,研究人员对促成这种动机的特定VR游戏元素知之甚少。本研究旨在使用休闲动机量表(LMS)的四个子量表来描述商业VR游戏样本之间的差异。研究团队采用混合方法设计,并组建了一个娱乐治疗师专家小组(N = 5),他们使用Q-sort方法评估了8款VR游戏。半结构化访谈为评估提供了额外的数据。结果表明,参与者认为某些VR游戏包含的元素与LMS智力、社交、能力掌握和刺激回避的每个子量表更接近。这些发现代表了制定指导方针的关键一步,根据客户的休闲动机,有目的地选择VR游戏作为娱乐治疗实践中的治疗干预措施。订阅TRJ
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Recreational Therapists Consider Leisure Motivation when Evaluating Virtual Reality Games
Virtual reality (VR) interventions can be motivating for clients when presented as treatment in healthcare settings. Researchers know little, however, about the elements of specific VR games that contribute to this motivation. This study aimed to describe differences among a sample of commercially available VR games using the four subscales of the Leisure Motivation Scale (LMS). The research team used a mixed-methods design, and compiled an expert panel of recreational therapists (N = 5) who evaluated eight VR games using Q-sort methodology. Semi-structured interviews generated additional data for the evaluation. Results indicated participants viewed certain VR games as containing elements more closely aligned with each of the LMS subscales of intellectual, social, competence-mastery, and stimulus avoidance than others. These findings represent a critical step in developing guidelines for the purposeful selection of VR games as treatment interventions in recreational therapy practice based on a client’s leisure motivation. Subscribe to TRJ
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33.30%
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