| Literature DB >> 35206578 |
Muhammad Hizri Hatta1, Hatta Sidi1, Shalisah Sharip1, Srijit Das2, Suriati Mohamed Saini1.
Abstract
The COVID-19 pandemic spread throughout the world and created many problems. The COVID-19 pandemic caused an increase in mortality and morbidity, including mental health problems. Around the world, the movement control order (MCO) was strictly enforced, but the spread of the infection epidemic was still rampant. The magnitude of the increase in mental health illnesses has caused many individuals to suffer. Given that face-to-face interventions are challenging to carry out during an outbreak, we need to address this critical problem through an online approach, such as virtual reality (VR). This approach is vital to helping patients deal with their existing problems in more pragmatic, practical, and customer-friendly ways. Thus, in the present review, we proposed the development of a virtual digital device for this noble purpose. Various challenges, improvements, and expectations for VR applications were outlined and discussed in this narrative review.Entities:
Keywords: COVID-19; digital devices; mental health problems; virtual reality applications
Mesh:
Year: 2022 PMID: 35206578 PMCID: PMC8872329 DOI: 10.3390/ijerph19042390
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Figure 1Figure shows the four-layer theoretical framework of a potential Virtual Reality (VR) intervention for mental health. This concept evolves from a study by Yang et al., (2021) [42]. Based on Yang et al.’s perspective [42], we speculate on the interventional study of VR. The first is the concept of presence (or telepresence). The second is the mediation by VR. The third is the affective-cognitive-motivational state of the participants. Lastly, it reduces stress, anxiety, depression, and other mental-health-related problems resulting from the intervention.
Figure 2The Virtual Reality (VR) software development. The themes and subthemes in the schematic map for VR development and assessment.
Figure 3Schematic diagram of themes and subthemes illustrating the map of potential VR software development as part of VR psychological intervention for mental health problems. This software development involves numerous stakeholders, namely: patients, therapists (psychiatrists and psychologists), and software developers.
Figure 4An example of design-based research (DBR) for a VR psychological intervention for patients with mental health problems. This model is a trial-and-error endeavor to refine and use the best software program to intervene in psychological distress and possible psychiatric disorder. It consisted of a design, first evaluation, implementation, and subsequent evaluation. Subsequently, another process occurs until we achieve the best VR software with user-friendly, cost-effective, and therapeutic benefits.
Figure 5A flowchart describing the implementation of the VR tool within COVID-19 in a COVID-19 recovery unit (CRU). Reprinted from Kolbe et al., (2021) [64], Copyright (2022) with permission of Elsevier.
Characteristics of the studies.
| Study | Study Design | Country | Setting | Inclusion Criteria | Exclusion Criteria | Intervention | Exposure Measurement Scale | Outcome Measurement | Comparator/Control | Statistics (E.G., OR/RR, | VR-Based Intervention |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Waller 2021 [ | RCT | Canada | Not defined | Not defined | Not controlled for, but participants evaluated for life events, childhood events, traumatic events, PTSD, and life experiences before commencing study | Non-VR group (1) traditional face-to-face (in vivo [IV] method), (2) pre-recorded 360° video viewed by standard laptop computer monitor (2D format), and (3) prerecorded 360° video viewed through an HMD (VR condition; 3D format) | A modified emotional questionnaire, Buddhist Affective States, Meditation Breath Attention Scores Meditative Experience Questionnaire | Experiences of relaxation, less distractibility from the process of breathing, and less fatigue | 3D (VR) vs. 2D format | Qualitative thematic analysis | When compared to the 2D format, VR meditations were associated with more significant |
| Riva 2020 [ | Multicentric, pragmatic pilot randomized controlled trial | Italy | Online |
Adult patients (≥18 years); Of the mother tongue of the country where they will be enrolled; Have experienced at least two months of quarantine or isolation related to the coronavirus pandemic; Give full, written, informed consent; Have the availability of a smartphone and a Cardboard VR headset; Availability and agreement of a partner for conducting the self-help component of the treatment. |
Visual or ear impairments that can limit the participation in the protocol. Participants reporting vestibular and/or balance disorders. | The 10-min “Secret Garden” 360° VR experience | Perceived Stress Scale (PSS) | A reduction in anxiety, depression, perceived stress, and hopelessness, as measured by DASS-21, PSS, and BHS. | Control (waiting list) vs. Two-Group Random Assignment Pretest–Post-test Design | N/A | No intervention |
| Alyan 2021 [ | Cross-sectional | Malaysia | Online | Healthy university students | Eye impairment | VR intervention with a forest environment, | Physiological Index, | Relaxation in the domain of the psychological index and low HR and better SCL | Healthy control in RE and DE | Two analytical methods were used: | The use of VR led to significant decreases in participants’ psychological and physiological stress |
| Rutkowski 2021 [ | RCT | Poland | Pulmonary rehabilitation conducted | Patients with chronic obstructive pulmonary disease (COPD), age 45–85 years; | Cognitive impairment; | A VR TierOne device (Stolgraf®, Stanowice, Poland) as the VR source. A | Perception of Stress Questionnaire (PSQ), Depression and Anxiety Depression Scale (DASS), Evaluation of Functional Capacity (EFC) | The changes in stress levels and depressive and anxiety symptoms was the primary outcome. As a secondary outcome, we evaluated functional capacity. | Immersive VR therapy and the control group performed | Effect size between control and experimental group using Shapiro–Wilk test, the Mann–Whitney U test and repeated-measures analysis of variance (ANOVA) [ | ↑ |
| Berry 2019 [ | Qualitative study (interviews) | United Kingdom | People with severe mental health problems focus on two domains: (1) views about Digital Health Interventions (DHIs) for severe mental health problems, and (2) ideas for future DHI content and design features. |
Diagnosis of a schizophrenia-spectrum disorder or bipolar disorder; 18–65 years of age; Capacity to provide informed consent; Sufficient English language skills; Internet and mobile phone access. | Recruitment stopped when data sufficiency was reached; that is, based on analysis of transcripts and discussion amongst the research team, it was agreed that no additional themes were generated from the data | Digital health interventions (DHIs) | Thematic analysisbased on the role of VR intervention |
Self-empowerment of VR use Considerations must be made about who has access to DHI data and how it is used | Nil | Data were analyzed thematically | ↑ |
| Kolbe 2021 [ | Cross-sectional | USA | CRU (COCID-19 Rehabilitation Unit) |
Inpatients with positive COVID-19 PCR test during hospitalization Medical team deems patient medically stable and has ongoing medical and rehabilitative needs Able to tolerate >30+ min PT/OT each daily PT or OT recommendation for Acute or Subacute rehab at the time of discharge Anticipation of remaining in hospital/rehab for ≥ 1 week No active SI, Severe dementia and active delirium, Must have noninvasive O2 needs of 6 L or fewer, or in case of tracheostomypatients have achieved “trach collaring” with anticipated ability to downsize/decannulate. | N/A | VR with maximum use time by AppliedVR is 30 min | Simple 1–10 yes/no rating scale (10 indicates the highest satisfaction and highest recommendation) | Satisfaction | Patients and staff | 13/13 patients answered “yes” to recommending the therapy to others, and 12/13 answered “yes” to the perceived enhancement of their treatment. | ↑ |
↑ = Increased benefit and advantages; VR = virtual reality; OR = odds ratio; RR = relative risk; 95% CI = 95% confidence interval; β = beta statistics; PLS-SEM = partial least squares structural equation modeling; LDT = letter-detection test; PT = physical therapy; OT = occupational therapy; and SI = sexual intercourse.
Figure 6(a) (extreme left) shows a man with a mental health problem. (b) (second from left) shows a gadget of a VR Oculus for psychological intervention. (c) (second from right) and (d) (extreme right) display how a VR Oculus is used during the intervention.