Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice Experiment
BackgroundVirtual 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. ObjectiveThis study aims to assess the prefe...
Main Authors: | , , , , , , , , |
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Format: | Article |
Language: | English |
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JMIR Publications
2023-01-01
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Series: | JMIR Serious Games |
Online Access: | https://games.jmir.org/2023/1/e34586 |
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author | Shan Jin Zijian Tan Taoran Liu Sze Ngai Chan Jie Sheng Tak-hap Wong Jian Huang Casper J P Zhang Wai-Kit Ming |
author_facet | Shan Jin Zijian Tan Taoran Liu Sze Ngai Chan Jie Sheng Tak-hap Wong Jian Huang Casper J P Zhang Wai-Kit Ming |
author_sort | Shan Jin |
collection | DOAJ |
description |
BackgroundVirtual 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.
ObjectiveThis study aims to assess the preference of VR games for stress and depression treatment using a discrete choice experiment (DCE).
MethodsA 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.
ResultsThe 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.
ConclusionsPeople 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. |
first_indexed | 2024-03-12T12:45:51Z |
format | Article |
id | doaj.art-d39e3079403349099af7a8a4f1c64940 |
institution | Directory Open Access Journal |
issn | 2291-9279 |
language | English |
last_indexed | 2024-03-12T12:45:51Z |
publishDate | 2023-01-01 |
publisher | JMIR Publications |
record_format | Article |
series | JMIR Serious Games |
spelling | doaj.art-d39e3079403349099af7a8a4f1c649402023-08-28T23:26:36ZengJMIR PublicationsJMIR Serious Games2291-92792023-01-0111e3458610.2196/34586Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice ExperimentShan Jinhttps://orcid.org/0000-0001-8676-4033Zijian Tanhttps://orcid.org/0000-0001-5689-6502Taoran Liuhttps://orcid.org/0000-0002-7806-1263Sze Ngai Chanhttps://orcid.org/0000-0001-6008-8620Jie Shenghttps://orcid.org/0000-0001-5912-8410Tak-hap Wonghttps://orcid.org/0000-0003-4635-785XJian Huanghttps://orcid.org/0000-0002-3931-5013Casper J P Zhanghttps://orcid.org/0000-0003-1047-0287Wai-Kit Minghttps://orcid.org/0000-0002-8846-7515 BackgroundVirtual 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. ObjectiveThis study aims to assess the preference of VR games for stress and depression treatment using a discrete choice experiment (DCE). MethodsA 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. ResultsThe 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. ConclusionsPeople 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.https://games.jmir.org/2023/1/e34586 |
spellingShingle | Shan Jin Zijian Tan Taoran Liu Sze Ngai Chan Jie Sheng Tak-hap Wong Jian Huang Casper J P Zhang Wai-Kit Ming Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice Experiment JMIR Serious Games |
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 |
url | https://games.jmir.org/2023/1/e34586 |
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