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Virtual Reality App for Treating Eating Behavior in Eating Disorders: Development and Usability Study

机译:用于治疗饮食疾病的饮食行为的虚拟现实应用:发展和可用性研究

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Background Anorexia nervosa is one of the more severe eating disorders, which is characterized by reduced food intake, leading to emaciation and psychological maladjustment. Treatment outcomes are often discouraging, with most interventions displaying a recovery rate below 50%, a dropout rate from 20% to 50%, and a high risk of relapse. Patients with anorexia nervosa often display anxiety and aversive behaviors toward food. Virtual reality has been successful in treating vertigo, anxiety disorder, and posttraumatic stress syndrome, and could potentially be used as an aid in treating eating disorders. Objective The aim of this study was to evaluate the feasibility and usability of an immersive virtual reality technology administered through an app for use by patients with eating disorders. Methods Twenty-six participants, including 19 eating disorder clinic personnel and 5 information technology personnel, were recruited through emails and personal invitations. Participants handled virtual food and utensils on an app using immersive virtual reality technology comprising a headset and two hand controllers. In the app, the participants learned about the available actions through a tutorial and they were introduced to a food challenge. The challenge consisted of a meal type (meatballs, potatoes, sauce, and lingonberries) that is typically difficult for patients with anorexia nervosa to eat in real life. Participants were instructed, via visual feedback from the app, to eat at a healthy rate, which is also a challenge for patients. Participants rated the feasibility and usability of the app by responding to the mHealth Evidence Reporting and Assessment checklist, the 10-item System Usability Scale, and the 20-point heuristic evaluation questionnaire. A cognitive walkthrough was performed using video recordings of participant interactions in the virtual environment. Results The mean age of participants was 37.9 (SD 9.7) years. Half of the participants had previous experience with virtual reality. Answers to the mHealth Evidence Reporting and Assessment checklist suggested that implementation of the app would face minor infrastructural, technological, interoperability, financial, and adoption problems. There was some disagreement on intervention delivery, specifically regarding frequency of use; however, most of the participants agreed that the app should be used at least once per week. The app received a mean score of 73.4 (range 55-90), earning an overall “good” rating. The mean score of single items of the heuristic evaluation questionnaire was 3.6 out of 5. The lowest score (2.6) was given to the “accuracy” item. During the cognitive walkthrough, 32% of the participants displayed difficulty in understanding what to do at the initial selection screen. However, after passing the selection screen, all participants understood how to progress through the tasks. Conclusions Participants found the app to be usable and eating disorder personnel were positive regarding its fit with current treatment methods. Along with the food item challenges in the current app, participants considered that the app requires improvement to offer environmental and social (eg, crowded room vs eating alone) challenges.
机译:背景厌食症神经系统是饮食障碍更严重的饮食障碍之一,其特征在于减少食物摄入量,导致雾化和心理不足。治疗结果往往是令人沮丧的,大多数干预措施显示出恢复率低于50%,辍学率从20%到50%,以及高的复发风险。厌食症神经患者经常展示对食物的焦虑和厌恶行为。虚拟现实成功地治疗眩晕,焦虑症和错误的应激综合症,并且可能被用作治疗饮食障碍的援助。目的本研究的目的是评估通过应用程序施用的沉浸式虚拟现实技术的可行性和可用性,以供饮食障碍的患者使用。方法通过电子邮件和个人邀请招聘二十六名参与者,包括19名饮食诊所人员和5名信息技术人员。参与者使用沉浸式虚拟现实技术在应用程序上处理虚拟食品和器具,包括耳机和两个手控制器。在该应用程序中,参与者通过辅导了解了可用行动,并介绍了粮食挑战。挑战包括一种膳食类型(肉丸,土豆,酱汁和鳞片),通常难以在现实生活中吃厌食症的患者。通过从应用程序的视觉反馈指示参与者,以健康的速度吃,这也是患者的挑战。参与者通过响应MHECHEATH证据报告和评估清单,10项系统可用性规模以及20点启发式评估问卷来评估应用程序的可行性和可用性。使用虚拟环境中的参与者交互的视频录制来执行认知演练。结果参与者的平均年龄为37.9(SD 9.7)年。一半的参与者以前的虚拟现实经验。 MHEATH证据报告和评估清单的答案表明该应用程序将面临轻微的基础设施,技术,互操作性,财务和采用问题。干预交付有一些分歧,特别是关于使用频率;但是,大多数参与者都同意,该应用程序应每周至少使用一次。该应用程序收到的平均得分为73.4(范围55-90),赚取整体“良好”评级。启发式评估问卷的单个项目的平均得分为3.6中,最低分(2.6)给出了“准确性”项目。在认知演练期间,32%的参与者在理解初始选择屏幕上的工作情况时遇到困难。但是,在通过选择屏幕后,所有参与者都会理解如何通过任务进行。结论参与者发现该应用程序可用于可用和饮食障碍人员对其具有当前治疗方法的适应性是积极的。随着当前应用程序中的食物项目挑战,参与者认为该应用需要改善,以提供环境和社会(例如拥挤的房间VS独自吃)挑战。

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