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...

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Main Authors: Shan Jin, Zijian Tan, Taoran Liu, Sze Ngai Chan, Jie Sheng, Tak-hap Wong, Jian Huang, Casper J P Zhang, Wai-Kit Ming
Format: Article
Language:English
Published: JMIR Publications 2023-01-01
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.
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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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