| Literature DB >> 28736598 |
Paul Krebs, Jack Burkhalter, Shireen Lewis, Tinesha Hendrickson, Ophelia Chiu, Paul Fearn, Wendy Perchick, Jamie Ostroff.
Abstract
Many hospitalized smokers return to smoking after hospital discharge even though continued smoking can compromise treatment effectiveness, reduce survival, increase risk of disease recurrence, and impair quality of life. After leaving a smoke-free hospital, patients encounter smoking cues at home, such as family members who smoke or emotional triggers such as stress, which can elicit powerful urges to smoke and lead to smoking relapse. Enabling smokers to experience such urges in a controlled setting while providing the ability to practice coping skills may be a useful strategy for building quitting self-efficacy. We are developing a virtual reality coping skills (VRCS) game to help hospitalized smokers practice coping strategies to manage these triggers in preparation for returning home after hospitalization. Our multidisciplinary team developed a prototype VRCS game using Second Life, a platform that allowed rapid construction of a virtual reality environment. The prototype contains virtual home spaces (e.g., living room, kitchen) populated with common triggers to smoke and a "toolkit" with scripted actions that enable the avatar to rehearse various coping strategies. Since eliciting and managing urges to smoke is essential to the game's utility as an intervention, we assessed the ability of the prototype virtual environment to engage former smokers in these scenarios. We recruited eight former smokers with a recent history of hospitalization and guided each through a VRCS scenario during which we asked the patient to evaluate the strength of smoking urges and usefulness of coping strategies. Initial data indicate that patients report high urges to smoke (mean = 8.8 on a 10 point scale) when their avatar confronted virtual triggers such as drinking coffee. Patients rated virtual practice of coping strategies, such as drinking water or watching TV, as very helpful (mean = 8.4 on a 10 point scale) in reducing these urges. With further development, this VRCS game may have potential to provide low-cost, effective behavioral rehearsal to prevent relapse to smoking in hospitalized patients.Entities:
Keywords: health behavior; smoking cessation; virtual reality
Year: 2009 PMID: 28736598 PMCID: PMC5520623
Source DB: PubMed Journal: J Virtual Worlds Res ISSN: 1941-8477
Response categories, mean ratings, and selected comments
| Outcome | Mean (SD) | Representative comments |
|---|---|---|
| Stimulating | 5.6 (2.2) | “People would be more interested if they had options to touch things” |
| “I like games more quick-moving” | ||
| “Even though there’s not enough activities going on, the architecture of it is pretty good” | ||
| “For me it was fun and interesting but I don’t relate to it because this is a big fancy house and I live in a studio apartment” | ||
| Easy to Use | 5.4 (1.6) | “I didn’t navigate too well, but with a little practice it wasn’t too difficult” |
| “Would be easier if you could just drag her [avatar] along” | ||
| “Frustrating because navigating her [avatar] around is difficult” | ||
| “Really good program but frustrating to manipulate” | ||
| Helpful | 6.5 (2.2) | “Not sure if it would help me unless it did something like a game, like ability to earn points” |
| “The more interactive it is the more helpful it would be” | ||
| Ability to engage as character | 4.4 (3.1) | “I could certainly be her” |
| “I didn’t engage as the character at all. I don’t have gray hair” | ||
| “Probably if you could change the clothes” | ||
| “The character doesn’t look like me—that’s a big part of it” | ||
| “Need to give more layout options for the house” | ||
| “Not enough activities to do” | ||
| Clarity of labels | 8.2 (1.5) | “Not confusing at all” |
| “Need to be bigger” |