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.
BACKGROUND Virtual reality (VR) can be used to build many different scenes aimed at reducing study-related stress. However, few academic experiments about university students for preference testing have been done. Our study aimed to assess the preference of VR games for stress and depression prevention by using a discrete choice experiment (DCE). OBJECTIVE The candidate could wear the headset and alleviate the stress and depression in the game. The purpose of this experiment was to investigate the preference of VR technology in college students’ psychological pressure relief and depression prevention. METHODS Five different attributes were selected based on the depression therapy parameter and attributes about 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. One university student was responsible for VR scene development and one for candidate recruitment. RESULTS The utility report of different attributes for “zero” probability of adverse events was higher than others (99.22), and the VR treatment as the most popular treatment method when compared with counseling and medicine treatment was 80.95. Three parameter aspects (different treatments for depression) were statistically significant (P<0.001), including “0%” and “50%” of “Probability of adverse events” and “RMB$500” 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% confidence interval [CI] 0.945–1.270) when compared with the reference of level of “6 months”. Meanwhile, the cheapest price (RMB $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 prevention and 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 application of VR technology in the field of psychological pressure and depression prevention. INTERNATIONAL REGISTERED REPORT RR2-doi:10.2196/29375
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