物质使用障碍的认知行为沉浸:元宇宙中基于同伴的辅导计划的可行性和试点研究。

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Games for Health Journal Pub Date : 2023-10-01 Epub Date: 2023-06-09 DOI:10.1089/g4h.2022.0214
Noah Robinson, Anjali Mahapatra, Brianna Jean-Baptiste, Austin Mallard, Aaron Yang, Steven D Hollon, Iony D Ezawa
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引用次数: 1

摘要

简介:认知行为沉浸(CBI)是一项新颖的认知行为技能课程,由元宇宙中的非专业教练通过沉浸式虚拟现实技术提供。目的:本研究的目的是对从物质使用障碍中恢复的个体进行CBI的可行性和试点研究。方法:使用48名参与者的数据,并对程序使用情况进行评估。参与者被要求完成问卷调查,评估他们在参与该项目期间的情感、感知的在线社会支持和团体治疗联盟。还对一部分参与者(n=11)进行了结构化的定性访谈,以了解新计划的可行性。结果:在最近参加的课程中,参与者的积极情绪显著增加,消极情绪不显著减少。参与者在参与该项目期间,在线社会支持也没有显著增加。结构化的定性访谈揭示了八个主要主题,包括该计划的优势(社区、心理教育影响、沉浸感、与其他干预措施的可比性、应对疫情和匿名性)和改进领域(挑战和技术可用性)。结论:本研究为CBI及其引入非专业教练在元宇宙中领导认知行为技能小组的可行性和潜在效果提供了初步支持。鼓励未来的研究对该计划的可行性和有效性进行更广泛的临床演示。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Cognitive Behavioral Immersion for Substance Use Disorders: A Feasibility and Pilot Study of a Peer-Based Coaching Program in the Metaverse.

Introduction: Cognitive Behavioral Immersion (CBI) is a novel cognitive-behavioral skills program delivered by lay coaches in the metaverse through immersive virtual reality technology. Objectives: The objective for this study was to run a feasibility and pilot study of CBI for individuals in recovery from a substance use disorder. Methods: Data from 48 participants were used and program usage was assessed. Participants were asked to complete questionnaires assessing affect, perceived online social support, and group therapy alliance throughout their participation in the program. Structured qualitative interviews were also conducted with a subset of participants (n = 11) to understand the feasibility of the novel program. Results: Participants experienced a significant increase in their positive affect and non-significant decrease in their negative affect during their most recently attended session. Participants also experienced a nonsignificant increase in online social support across their participation in the program. Structured qualitative interviews revealed eight primary themes, including both advantages (community, psychoeducational impact, immersion, comparability with other interventions, coping in the pandemic, and anonymity) and areas of improvement (challenges and technological usability) of the program. Conclusion: This study provides preliminary support for the feasibility and potential effects of CBI and its incorporation of lay coaches to lead cognitive-behavioral skills groups in the metaverse. Future research is encouraged to examine the feasibility and efficacy of this program for a broader array of clinical presentations.

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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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