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Virtual Reality Human–Human Interface to Deliver Psychotherapy to People Experiencing Auditory Verbal Hallucinations: Development and Usability Study
BACKGROUND: Digital technologies have expanded the options for delivering psychotherapy, permitting for example, the treatment of schizophrenia using Avatar Therapy. Despite its considerable potential, this treatment method has not been widely disseminated. As a result, its operability and functiona...
Autores principales: | , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8207250/ https://www.ncbi.nlm.nih.gov/pubmed/33769295 http://dx.doi.org/10.2196/26820 |
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author | Brander, Mischa Egger, Stephan T Hürlimann, Noa Seifritz, Erich Sumner, Robert W Vetter, Stefan Magnenat, Stéphane |
author_facet | Brander, Mischa Egger, Stephan T Hürlimann, Noa Seifritz, Erich Sumner, Robert W Vetter, Stefan Magnenat, Stéphane |
author_sort | Brander, Mischa |
collection | PubMed |
description | BACKGROUND: Digital technologies have expanded the options for delivering psychotherapy, permitting for example, the treatment of schizophrenia using Avatar Therapy. Despite its considerable potential, this treatment method has not been widely disseminated. As a result, its operability and functionality remain largely unknown. OBJECTIVE: We aimed to study the usability of a therapeutic virtual reality human–human interface, created in a game engine. METHODS: Participants were psychiatric hospital staff who were introduced to the therapeutic platform in a hands-on session. The System Usability Scale (SUS) was employed for evaluation purposes. Statistical evaluation was conducted using descriptive statistics, the chi-square test, analysis of variance, and multilevel factor analysis. RESULTS: In total, 109 staff members were introduced to the therapeutic tool and completed the SUS. The mean SUS global score was 81.49 (SD 11.1). Psychotherapists (mean 86.44, SD 8.79) scored significantly higher (F(2,106)=6.136; P=.003) than nursing staff (mean 79.01, SD 13.30) and administrative personnel (mean 77.98, SD 10.72). A multilevel factor analysis demonstrates a different factor structure for each profession. CONCLUSIONS: In all professional groups in this study, the usability of a digital psychotherapeutic tool developed using a game engine achieved the benchmark for an excellent system, scoring highest among the professional target group (psychotherapists). The usability of the system seems, to some extent, to be dependent on the professional background of the user. It is possible to create and customize novel psychotherapeutic approaches with gaming technologies and platforms. TRIAL REGISTRATION: Clinicaltrials.gov NCT04099940; http://clinicaltrials.gov/ct2/show/NCT04099940 |
format | Online Article Text |
id | pubmed-8207250 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-82072502021-06-30 Virtual Reality Human–Human Interface to Deliver Psychotherapy to People Experiencing Auditory Verbal Hallucinations: Development and Usability Study Brander, Mischa Egger, Stephan T Hürlimann, Noa Seifritz, Erich Sumner, Robert W Vetter, Stefan Magnenat, Stéphane JMIR Serious Games Original Paper BACKGROUND: Digital technologies have expanded the options for delivering psychotherapy, permitting for example, the treatment of schizophrenia using Avatar Therapy. Despite its considerable potential, this treatment method has not been widely disseminated. As a result, its operability and functionality remain largely unknown. OBJECTIVE: We aimed to study the usability of a therapeutic virtual reality human–human interface, created in a game engine. METHODS: Participants were psychiatric hospital staff who were introduced to the therapeutic platform in a hands-on session. The System Usability Scale (SUS) was employed for evaluation purposes. Statistical evaluation was conducted using descriptive statistics, the chi-square test, analysis of variance, and multilevel factor analysis. RESULTS: In total, 109 staff members were introduced to the therapeutic tool and completed the SUS. The mean SUS global score was 81.49 (SD 11.1). Psychotherapists (mean 86.44, SD 8.79) scored significantly higher (F(2,106)=6.136; P=.003) than nursing staff (mean 79.01, SD 13.30) and administrative personnel (mean 77.98, SD 10.72). A multilevel factor analysis demonstrates a different factor structure for each profession. CONCLUSIONS: In all professional groups in this study, the usability of a digital psychotherapeutic tool developed using a game engine achieved the benchmark for an excellent system, scoring highest among the professional target group (psychotherapists). The usability of the system seems, to some extent, to be dependent on the professional background of the user. It is possible to create and customize novel psychotherapeutic approaches with gaming technologies and platforms. TRIAL REGISTRATION: Clinicaltrials.gov NCT04099940; http://clinicaltrials.gov/ct2/show/NCT04099940 JMIR Publications 2021-06-01 /pmc/articles/PMC8207250/ /pubmed/33769295 http://dx.doi.org/10.2196/26820 Text en ©Mischa Brander, Stephan T Egger, Noa Hürlimann, Erich Seifritz, Robert W Sumner, Stefan Vetter, Stéphane Magnenat. Originally published in JMIR Serious Games (https://games.jmir.org), 01.06.2021. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included. |
spellingShingle | Original Paper Brander, Mischa Egger, Stephan T Hürlimann, Noa Seifritz, Erich Sumner, Robert W Vetter, Stefan Magnenat, Stéphane Virtual Reality Human–Human Interface to Deliver Psychotherapy to People Experiencing Auditory Verbal Hallucinations: Development and Usability Study |
title | Virtual Reality Human–Human Interface to Deliver Psychotherapy to People Experiencing Auditory Verbal Hallucinations: Development and Usability Study |
title_full | Virtual Reality Human–Human Interface to Deliver Psychotherapy to People Experiencing Auditory Verbal Hallucinations: Development and Usability Study |
title_fullStr | Virtual Reality Human–Human Interface to Deliver Psychotherapy to People Experiencing Auditory Verbal Hallucinations: Development and Usability Study |
title_full_unstemmed | Virtual Reality Human–Human Interface to Deliver Psychotherapy to People Experiencing Auditory Verbal Hallucinations: Development and Usability Study |
title_short | Virtual Reality Human–Human Interface to Deliver Psychotherapy to People Experiencing Auditory Verbal Hallucinations: Development and Usability Study |
title_sort | virtual reality human–human interface to deliver psychotherapy to people experiencing auditory verbal hallucinations: development and usability study |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8207250/ https://www.ncbi.nlm.nih.gov/pubmed/33769295 http://dx.doi.org/10.2196/26820 |
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