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Accepted for/Published in: JMIR Serious Games

Date Submitted: Oct 28, 2022
Date Accepted: Jan 21, 2023

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

Co-design of a Virtual Reality Cognitive Remediation Program for Depression (bWell-D) With Patient End Users and Clinicians: Qualitative Interview Study Among Patients and Clinicians

Hernandez Hernandez ME, Michalak E, Choudhury N, Hewko M, Torres I, Menon M, Lam RW, Chakrabarty T

Co-design of a Virtual Reality Cognitive Remediation Program for Depression (bWell-D) With Patient End Users and Clinicians: Qualitative Interview Study Among Patients and Clinicians

JMIR Serious Games 2023;11:e43904

DOI: 10.2196/43904

PMID: 37027183

PMCID: 10131700

Co-design of a virtual reality cognitive remediation program for depression (bWell-D) with patient end-users and clinicians: A qualitative study

  • Maria Elena Hernandez Hernandez; 
  • Erin Michalak; 
  • Nusrat Choudhury; 
  • Mark Hewko; 
  • Ivan Torres; 
  • Mahesh Menon; 
  • Raymond W. Lam; 
  • Trisha Chakrabarty

ABSTRACT

Background:

Major depressive disorder (MDD) is the leading cause of global disability, however, existing treatments do not always address cognitive dysfunction – a core feature of MDD. Immersive virtual reality (VR) has emerged as a promising modality to enhance real-world effectiveness of cognitive remediation.

Objective:

To this end, we have developed the first prototype VR cognitive remediation program for MDD (‘bWell-D’). This study gathered qualitative data from end-users early in the design process to enhance its efficacy and feasibility in clinical settings.

Methods:

Semi-structured end-user interviews were conducted remotely (patients n=15; clinicians n= 12), assessing participants’ perceptions and goals for a VR cognitive remediation program. Video samples of bWell-D were also shared to obtain feedback regarding the program. Interviews were transcribed, coded, and analysed via thematic analysis.

Results:

End-users showed an optimistic outlook towards VR as a treatment modality, and perceived it as a novel approach with the potential of having multiple applications. Participants expressed a need for an engaging VR treatment that included realistic and multisensorial settings and activities, as well as customizable features. Some skepticism about its effectiveness was also reported, especially when the real-world applications of the practiced skills were not made explicit, as well as some concerns about equipment accessibility. A home-based or hybrid (i.e., home and clinic) treatment modality was preferred.

Conclusions:

Patients and clinicians considered bWell-D interesting, acceptable, and potentially feasible, and provided suggestions to enhance its real-world applicability. The inclusion of end-user feedback is encouraged when developing future VR programs for clinical purposes.


 Citation

Please cite as:

Hernandez Hernandez ME, Michalak E, Choudhury N, Hewko M, Torres I, Menon M, Lam RW, Chakrabarty T

Co-design of a Virtual Reality Cognitive Remediation Program for Depression (bWell-D) With Patient End Users and Clinicians: Qualitative Interview Study Among Patients and Clinicians

JMIR Serious Games 2023;11:e43904

DOI: 10.2196/43904

PMID: 37027183

PMCID: 10131700

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