Improving Social Isolation and Loneliness Among Adolescents With Physical Disabilities Through Group-Based Virtual Reality Gaming: Feasibility Pre-Post Trial Study

被引:3
|
作者
Lai, Byron [1 ,3 ]
Young, Raven [1 ]
Craig, Mary [1 ]
Chaviano, Kelli [1 ]
Swanson-Kimani, Erin [1 ]
Wozow, Cynthia [1 ]
Davis, Drew [1 ]
Rimmer, James H. [2 ]
机构
[1] Univ Alabama Birmingham, Dept Pediat, Div Pediat Rehabil Med, Birmingham, AL USA
[2] Univ Alabama Birmingham, Sch Hlth Profess, Deans Off, Birmingham, AL USA
[3] Univ Alabama Birmingham, Dept Pediat, Div Pediat Rehabil Med, 1600 7th Ave,South 1600 7th Ave,South 5 Dearth,McW, Birmingham, AL 35233 USA
关键词
therapy; mindfulness; play; friend; friends; friendship; lonely; loneliness; psychotherapy; peer; peers; recreation; disability; adolescent; adolescents; disabled; physical disability; digital mental health intervention; youth; young adult; virtual reality; VR; gaming; depression; depressive; mental health; social; isolated; isolation; socialize; socializing; socialization; interaction; interactions; acceptability; game; games; exergame; exergames; exergaming; CEREBRAL-PALSY; YOUNG-ADULTS; LIFE-STYLE; PEOPLE; HEALTH; DEPRESSION;
D O I
10.2196/47630
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Background: Adolescents with disabilities experience alarmingly higher rates of depression and isolation than peers without disabilities. There is a need to identify interventions that can improve mental health and isolation among this underserved population. Innovations in virtual reality (VR) gaming "standalone" headsets allow greater access to immersive high-quality digital experiences, due to their relatively low cost. Objective: This study had three purposes, which were to (1) examine the preliminary effects of a low-cost, home-based VR multiplayer recreation and socialization on depression, socialization, and loneliness; (2) quantify the acceptability of the program as measured by participant adherence, total play time, and exercise time; and (3) identify and describe behavioral mechanisms that affected participant engagement. Methods: This was a single-group, pre- to postdesign trial. The intervention was conducted at home. Participants were recruited from a children's hospital. The intervention lasted 4 weeks and included 2x1-hour sessions per week of supervised peer-to-peer gaming. Participants used the Meta Quest 2 headset to meet peers and 2 coaches in a private party held digitally. Aim 1 was evaluated with the Children's Depression Inventory 2 Short Form and the University of California, Los Angeles Loneliness Scale 20 items, which are measures of social isolation and loneliness, respectively. Aim 2 was evaluated through the following metrics: participant adherence, the types of games played, friendship building and playtime, and program satisfaction and enjoyment. Results: In total, 12 people enrolled (mean age 16.6, SD 1.8 years; male: n=9 and female: n=3), and 8 people completed the program. Mean attendance for the 8 participants was 77% (49 sessions of 64 total possible sessions; mean 6, SD 2 sessions). A trend was observed for improved Children's Depression Inventory 2 Short Form scores (mean preintervention score 7.25, SD 4.2; mean postintervention score 5.38, SD 4.1; P=.06; effect size=0.45, 95% CI -0.15 to 3.9), but this was not statistically significant; no difference was observed for University of California, Los Angeles Loneliness Scale 20 items scores. Most participants (7/8, 88%) stated that they became friends with a peer in class; 50% (4/8) reported that they played with other people. Participants reported high levels of enjoyment and satisfaction with how the program was implemented. Qualitative analysis resulted in 4 qualitative themes that explained behavioral mechanisms that determined engagement in the program. Conclusions: The study findings demonstrated that a brief VR group program could be valuable for potentially improving mental health among adolescents with physical disabilities. Participants built friendships with peers and other players on the web, using low-cost consumer equipment that provided easy access and strong scale-up potential. Study findings identified factors that can be addressed to enhance the program within a larger clinical trial. Trial Registration: ClinicalTrials.gov NCT05259462; https://clinicaltrials.gov/study/NCT05259462 International Registered Report Identifier (IRRID): RR2-10.2196/42651
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页数:12
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