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Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice Experiment

BACKGROUND: Virtual reality (VR) can be used to build many different scenes aimed at reducing study-related stress. However, only few academic experiments on university students for preference testing have been performed. OBJECTIVE: This study aims to assess the preference of VR games for stress and...

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Detalles Bibliográficos
Autores principales: Jin, Shan, Tan, Zijian, Liu, Taoran, Chan, Sze Ngai, Sheng, Jie, Wong, Tak-hap, Huang, Jian, Zhang, Casper J P, Ming, Wai-Kit
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9947866/
https://www.ncbi.nlm.nih.gov/pubmed/36645698
http://dx.doi.org/10.2196/34586
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author Jin, Shan
Tan, Zijian
Liu, Taoran
Chan, Sze Ngai
Sheng, Jie
Wong, Tak-hap
Huang, Jian
Zhang, Casper J P
Ming, Wai-Kit
author_facet Jin, Shan
Tan, Zijian
Liu, Taoran
Chan, Sze Ngai
Sheng, Jie
Wong, Tak-hap
Huang, Jian
Zhang, Casper J P
Ming, Wai-Kit
author_sort Jin, Shan
collection PubMed
description BACKGROUND: Virtual reality (VR) can be used to build many different scenes aimed at reducing study-related stress. However, only few academic experiments on university students for preference testing have been performed. OBJECTIVE: This study aims to assess the preference of VR games for stress and depression treatment using a discrete choice experiment (DCE). METHODS: A total of 5 different attributes were selected based on the depression therapy parameters and attributes related to VR: (1) treatment modality; (2) therapy duration; (3) perceived remission rate; (4) probability of adverse events; and the (5) monthly cost of adding treatment to a discrete choice experiment. By comparing different attributes and levels, we could draw some conclusions about the depression therapy testing preference for university students; 1 university student was responsible for VR scene development and 1 for participant recruitment. RESULTS: The utility value of different attributes for “0% Probability of adverse events” was higher than others (99.22), and the utility value of VR treatment as the most popular treatment method compared with counseling and medicine treatment was 80.95. Three parameter aspects (different treatments for depression) were statistically significant (P<.001), including “0%” and “50%” of “Probability of adverse events” and “¥500” (a currency exchange rate of ¥1 [Chinese yuan]=US $0.15 is applicable) of “The monthly cost of treatment.” Most individuals preferred 12 months as the therapy duration, and the odds ratio of “12 months” was 1.095 (95% CI 0.945-1.270) when compared with the reference level (6 months). Meanwhile, the cheapest price (¥500) of depression therapy was the optimum choice for most students. CONCLUSIONS: People placed great preference on VR technology psychological intervention methods, which indicates that VR may have a potential market in the treatment of psychological problems. However, adverse events and treatment costs need to be considered. This study can be used to guide policies that are relevant to the development of the application of VR technology in the field of psychological pressure and depression treatment.
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spelling pubmed-99478662023-02-24 Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice Experiment Jin, Shan Tan, Zijian Liu, Taoran Chan, Sze Ngai Sheng, Jie Wong, Tak-hap Huang, Jian Zhang, Casper J P Ming, Wai-Kit JMIR Serious Games Original Paper BACKGROUND: Virtual reality (VR) can be used to build many different scenes aimed at reducing study-related stress. However, only few academic experiments on university students for preference testing have been performed. OBJECTIVE: This study aims to assess the preference of VR games for stress and depression treatment using a discrete choice experiment (DCE). METHODS: A total of 5 different attributes were selected based on the depression therapy parameters and attributes related to VR: (1) treatment modality; (2) therapy duration; (3) perceived remission rate; (4) probability of adverse events; and the (5) monthly cost of adding treatment to a discrete choice experiment. By comparing different attributes and levels, we could draw some conclusions about the depression therapy testing preference for university students; 1 university student was responsible for VR scene development and 1 for participant recruitment. RESULTS: The utility value of different attributes for “0% Probability of adverse events” was higher than others (99.22), and the utility value of VR treatment as the most popular treatment method compared with counseling and medicine treatment was 80.95. Three parameter aspects (different treatments for depression) were statistically significant (P<.001), including “0%” and “50%” of “Probability of adverse events” and “¥500” (a currency exchange rate of ¥1 [Chinese yuan]=US $0.15 is applicable) of “The monthly cost of treatment.” Most individuals preferred 12 months as the therapy duration, and the odds ratio of “12 months” was 1.095 (95% CI 0.945-1.270) when compared with the reference level (6 months). Meanwhile, the cheapest price (¥500) of depression therapy was the optimum choice for most students. CONCLUSIONS: People placed great preference on VR technology psychological intervention methods, which indicates that VR may have a potential market in the treatment of psychological problems. However, adverse events and treatment costs need to be considered. This study can be used to guide policies that are relevant to the development of the application of VR technology in the field of psychological pressure and depression treatment. JMIR Publications 2023-01-16 /pmc/articles/PMC9947866/ /pubmed/36645698 http://dx.doi.org/10.2196/34586 Text en ©Shan Jin, Zijian Tan, Taoran Liu, Sze Ngai Chan, Jie Sheng, Tak-hap Wong, Jian Huang, Casper J P Zhang, Wai-Kit Ming. Originally published in JMIR Serious Games (https://games.jmir.org), 16.01.2023. 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
Jin, Shan
Tan, Zijian
Liu, Taoran
Chan, Sze Ngai
Sheng, Jie
Wong, Tak-hap
Huang, Jian
Zhang, Casper J P
Ming, Wai-Kit
Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice Experiment
title Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice Experiment
title_full Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice Experiment
title_fullStr Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice Experiment
title_full_unstemmed Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice Experiment
title_short Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice Experiment
title_sort preference of virtual reality games in psychological pressure and depression treatment: discrete choice experiment
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9947866/
https://www.ncbi.nlm.nih.gov/pubmed/36645698
http://dx.doi.org/10.2196/34586
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