2022
DOI: 10.2196/34225
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Automated Virtual Reality Cognitive Therapy (gameChange) in Inpatient Psychiatric Wards: Qualitative Study of Staff and Patient Views Using an Implementation Framework

Abstract: Background Automated virtual reality (VR) therapy could allow a greater number of patients to receive evidence-based psychological therapy. The aim of the gameChange VR therapy is to help patients overcome anxious avoidance of everyday social situations. gameChange has been evaluated with outpatients, but it may also help inpatients prepare for discharge from psychiatric hospital. Objective The aim of this study is to explore the views of patients and s… Show more

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Cited by 17 publications
(7 citation statements)
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“…This is consistent with our clinical experience, and studies of patient and staff views (e.g. Bond et al, 2021 ; Brown et al, 2022 ) that indicate substantial enthusiasm for VR approaches for mental health difficulties. Positive experiences were much more common than side effects.…”
Section: Discussionsupporting
confidence: 89%
“…This is consistent with our clinical experience, and studies of patient and staff views (e.g. Bond et al, 2021 ; Brown et al, 2022 ) that indicate substantial enthusiasm for VR approaches for mental health difficulties. Positive experiences were much more common than side effects.…”
Section: Discussionsupporting
confidence: 89%
“…Staff support to patients is likely to be important in delivery of successful VR therapy, combined with regular supervision for delivery staff to ensure that the best guidance is provided to patients. gameChange VR therapy could be of great benefit for patients preparing to be discharged from psychiatric hospital, 34 and for patients with other diagnoses that involve severe anxious avoidance. The therapy could be developed further by expanding the range of everyday scenarios simulated in VR, including those with greater social interaction, and adding further challenges to consolidate the learning.…”
Section: Discussionmentioning
confidence: 99%
“…The interviews provided fascinating in-depth insights into the experience with automated VR therapy, which will inform the delivery of gameChange alongside other implementation and health economic studies [23][24][25]. This study has several limitations.…”
Section: Discussionmentioning
confidence: 99%