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Accepted for/Published in: JMIR Serious Games

Date Submitted: Dec 21, 2021
Date Accepted: Jun 12, 2022

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

Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice Experiment

Jin S, Tan Z, Liu T, Chan SN, Sheng J, Huang J, Zhang CJ, Ming WK

Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice Experiment

JMIR Serious Games 2023;11:e34586

DOI: 10.2196/34586

PMID: 36645698

PMCID: 9947866

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

Preference of Virtual Reality Game in Psychological Pressure and Depression Prevention: A Discrete Choice Experiment

  • Shan Jin; 
  • Zijian Tan; 
  • Taoran Liu; 
  • Sze Ngai Chan; 
  • Jie Sheng; 
  • Jian Huang; 
  • Casper J.P. Zhang; 
  • Wai-Kit Ming

ABSTRACT

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.


 Citation

Please cite as:

Jin S, Tan Z, Liu T, Chan SN, Sheng J, Huang J, Zhang CJ, Ming WK

Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice Experiment

JMIR Serious Games 2023;11:e34586

DOI: 10.2196/34586

PMID: 36645698

PMCID: 9947866

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