| Literature DB >> 35333184 |
Hiran Thabrew1, Laura A Chubb2, Harshali Kumar1, Christa Fouché2.
Abstract
BACKGROUND: Children and young people who are hospitalized can feel disconnected from their peers and families, which can, in turn, predispose them to psychological problems, including anxiety and depression. Immersive reality experience technology, recently developed by the New Zealand Patience Project Charitable Trust, may help to overcome these issues. Immersive reality experience technology uses immersive 360° live streaming and a virtual reality headset to enable children and young people who are hospitalized to connect through cameras located in either their school or home environment and via SMS text messaging with a designated buddy.Entities:
Keywords: adolescents; hospitalized children; hospitalized patients; immersive reality; immersive reality experiences; isolation; mental health; pediatrics; serious games; social connectedness; social isolation; virtual reality; well-being
Year: 2022 PMID: 35333184 PMCID: PMC8994142 DOI: 10.2196/29164
Source DB: PubMed Journal: JMIR Pediatr Parent ISSN: 2561-6722
Characteristics of participants.
| Characteristics | All participants | Participants who completed the intervention | Participants who completed interviews | |||||||||
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| Young people (n=19) | Caregivers (n=4) | Teachers (n=6) | Young people (n=10) | Caregivers | Teachers | Young people (n=4) | Caregivers (n=4) | Teachers (n=6) | |||
| Age (years), mean (SD; range) | 14.3 (1.3; 12-17) | N/Aa | N/A | 14.2 (1.0; 13-16) | N/A | N/A | 14.3 (1.0; 13-15) | N/Rb | N/R | |||
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| Male | 9 (45) | 0 (0) | 3 (50) | 5 (50) | N/A | N/A | 1 (25) | 0 (0) | 3 (50) | ||
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| Female | 10 (50) | 4 (100) | 3 (50) | 5 (50) | N/A | N/A | 3 (75) | 4 (100) | (50) | ||
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| New Zealand European | 5 (26) | 3 (75) | 6 (100) | 3 (30) | N/A | N/A | 3 (75) | 3 (75) | 6 (100) | ||
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| New Zealand Māori | 5 (26) | 0 (0) | 0 (0) | 1 (10) | N/A | N/A | 0 (0) | 0 (0) | 0 (0) | ||
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| Pacific Islander | 5 (26) | 0 (0) | 0 (0) | 3 (30) | N/A | N/A | 0 (0) | 0 (0) | 0 (0) | ||
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| Asian | 3 (16) | 1 (25) | 0 (0) | 3 (30) | N/A | N/A | 1 (25) | 1 (25) | 0 (0) | ||
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| Other | 1 (5) | 0 (0) | 0 (0) | 0 (0) | N/A | N/A | 0 (0) | 0 (0) | 0 (0) | ||
aN/A: not applicable.
bN/R: not recorded.
Changes in social isolation, social connectedness, and well-being following the use of immersive reality experience technology (N=10).
| Measures | SWEMWBSa | SCSb | SISc | |||||
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| Before | After | Before | After | Before | After | ||
| Values, mean (SD; range) | 22.4 (5.2; 17-32) | 28.1 (4.5; 20-35) | 27.6 (11.2; 10-45) | 41.8 (6.9; 29-48) | 42.1 (4.8; 34-49) | 46 (4.2; 40-54) | ||
| Values, mean difference (SD) | N/Ad | 5.7 (4.0) | N/A | 14.2 (10.0) | N/A | 3.9 (2.8) | ||
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| Negative ranks | N/A | 0e | N/A | 0e | N/A | 3e | |
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| Positive ranks | N/A | 8f | N/A | 10f | N/A | 7f | |
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| Ties | N/A | 2g | N/A | 0g | N/A | 0g | |
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| Total | N/A | 10 | N/A | 10 | N/A | 10 | |
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| N/A | .12 | N/A | .01 | N/A | .07 | ||
aSWEMWBS: Short Warwick–Edinburgh Mental Well-being Scale.
bSCS: Social Connectedness Scale.
cSIS: Social Inclusion Scale.
dN/A: not applicable.
ePost–immersive reality experience scores lesser than pre–immersive reality experience scores.
fPost–immersive reality experience scores greater than pre–immersive reality experience scores.
gPost–immersive reality experience scores equal to pre–immersive reality experience scores.