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The Use of Virtual Reality for Managing Psychological Distress in Adolescents: Systematic Review
Cyberpsychology, Behavior, and Social Networking ( IF 6.135 ) Pub Date : 2021-10-13 , DOI: 10.1089/cyber.2021.0090
Joshua N Kelson 1 , Brad Ridout 2 , Katharine Steinbeck 3 , Andrew J Campbell 2
Affiliation  

Acute and chronic psychological distress are prevalent during adolescence and can have negative impacts on adolescents in all life domains. The aim of this systematic review was to appraise the use of virtual reality (VR) interventions to manage symptoms of psychological distress symptoms among adolescents. MEDLINE, PubMed, PsycINFO, and Scopus databases were searched up to June 2020. Available citations were de-duplicated and screened by two authors using title and abstract information. A total of 301 articles were retained for full-text evaluation next to eligibility criteria. Empirical studies of all designs and comparator groups were included if these appraised the impact of an immersive VR intervention on any standardized measure indicative of psychological distress in an adolescent sample. Data were extracted into a standardized coding sheet. Results were tabulated and discussed with a narrative synthesis due to the heterogeneity between studies. A total of seven studies met inclusion criteria. There were four randomized controlled trials and three uncontrolled pilot studies on new VR interventions. Distress-related issues included: state-anxiety, venepuncture, risk taking, public speaking anxiety, social anxiety disorder, sexual victimization, and chemotherapy administration. All studies reported significant changes on outcome measures after VR treatment. Six studies reported small-to-large reductions in symptoms. The average attrition rate was 3.6 percent during the active VR treatment phase. Treatment acceptability was high in the studies that assessed user engagement factors. The VR technology can provide a safe, rapidly efficacious, and acceptable treatment modality for managing psychological distress in several key adolescent populations.

中文翻译:

虚拟现实在青少年心理困扰中的应用:系统评价

急性和慢性心理困扰在青春期普遍存在,可能对青少年的所有生活领域产生负面影响。本系统评价的目的是评估使用虚拟现实 (VR) 干预来管理青少年心理困扰症状的情况。检索了 MEDLINE、PubMed、PsycINFO 和 Scopus 数据库,直至 2020 年 6 月。两位作者使用标题和摘要信息对可用引文进行了去重和筛选。共有 301 篇文章被保留用于符合资格标准的全文评估。如果所有设计和比较组的实证研究评估了沉浸式 VR 干预对指示青少年样本中心理困扰的任何标准化测量的影响,则包括在内。数据被提取到标准化的编码表中。由于研究之间的异质性,结果被制成表格并通过叙述性综合进行讨论。共有七项研究符合纳入标准。有四项随机对照试验和三项关于新 VR 干预措施的非对照试验研究。与痛苦相关的问题包括:状态焦虑、静脉穿刺、冒险、公开演讲焦虑、社交焦虑症、性受害和化疗。所有研究都报告了 VR 治疗后结果测量的显着变化。六项研究报告了症状的小到大减少。在主动 VR 治疗阶段,平均损耗率为 3.6%。在评估用户参与因素的研究中,治疗的可接受性很高。VR技术可以提供安全、快速、有效、
更新日期:2021-10-19
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