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Accepted for/Published in: JMIR Formative Research

Date Submitted: Oct 12, 2021
Date Accepted: Jan 30, 2022
(closed for review but you can still tweet)

The final, peer-reviewed published version of this preprint can be found here:

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

Brown P, Waite F, Lambe S, Jones J, Jenner L, Diamond R, Freeman D

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

JMIR Form Res 2022;6(4):e34225

DOI: 10.2196/34225

PMID: 35412462

PMCID: 9044147

Automated Virtual Reality Cognitive Therapy (gameChange) on Inpatient Psychiatric Wards: a Qualitative Investigation of Staff and Patient Views Using the NASS Framework

  • Poppy Brown; 
  • Felicity Waite; 
  • Sinead Lambe; 
  • Julia Jones; 
  • Lucy Jenner; 
  • Rowan Diamond; 
  • Daniel Freeman

ABSTRACT

Background:

Automated 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 is being evaluated with outpatients, but it may also help inpatients prepare for discharge from psychiatric hospital.

Objective:

We set out to explore the views of patients and staff on the provision of VR therapy on psychiatric wards.

Methods:

Focus groups or individual interviews were conducted with 19 patients and 22 NHS staff in acute psychiatric wards. Questions were derived from the Nonadoption, Abandonment, and Challenges to the Scale-Up, Spread, and Sustainability framework. Expectations of VR therapy were discussed, participants were then given the opportunity to try out the gameChange VR therapy, before questions focused on opinions about the therapy and feasibility of adoption.

Results:

There was great enthusiasm for the use of gameChange VR therapy on psychiatric wards. It was considered that gameChange could help build confidence, reduce anxiety, and ‘bridge that gap’ between hospital and discharge. However, it was reflected that the VR therapy may not suit everyone, especially if acutely unwell. VR on wards for entertainment and relaxation was also viewed positively. Participants were particularly impressed by the immersive quality of gameChange and the virtual coach. It was considered that a range of staff groups could support VR therapy delivery. Staff thought that implementation will be facilitated by having a lead staff member, having ongoing training accessible, and involving the multi-disciplinary team in decision-making for VR therapy use. The most significant barrier to implementation identified by patients and staff was practical: access to sufficient, private space to provide the therapy.

Conclusions:

Patients and staff were keen for VR to be used on psychiatric wards. In general, patients and staff viewed automated VR therapy as possible to implement within current care provision, with few significant barriers other than constraints of space. Patients and staff thought of many further uses of VR on psychiatric wards. The value of VR therapy on psychiatric wards now requires systematic evaluation.


 Citation

Please cite as:

Brown P, Waite F, Lambe S, Jones J, Jenner L, Diamond R, Freeman D

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

JMIR Form Res 2022;6(4):e34225

DOI: 10.2196/34225

PMID: 35412462

PMCID: 9044147

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