| Literature DB >> 36011154 |
Beatriz Miranda1, Pedro Miguel Moreira1,2, Luís Romero1, Paula Alexandra Rego1,2.
Abstract
Schizophrenia is a chronic brain disorder that affects 1 in every 300 people worldwide. This study intended to perform a systematic review to describe the state-of-the-art of interventions involving patients with negative symptoms of schizophrenia that use Virtual Reality (VR) games as a complement to therapy, and to analyze the key features of such games. Literature research was conducted in three databases, namely, the Institute of Electrical and Electronics Engineers (IEEE), Scopus, and PubMed, to identify relevant publications dated from 2010 to 2021. Of the initial 74 publications found, only 11 satisfied the eligibility requirements and were included in this study. The results were then organized and displayed in a flow diagram. Overall, the results from the studies suggest that the use of VR in therapies enables an increase in social skills and a decrease in anxiety symptoms. The use of such technology in therapy has proven to be effective, although it still lacks features to provide better long-term results.Entities:
Keywords: game design; schizophrenia; serious games; virtual reality
Year: 2022 PMID: 36011154 PMCID: PMC9408427 DOI: 10.3390/healthcare10081497
Source DB: PubMed Journal: Healthcare (Basel) ISSN: 2227-9032
Figure 1Steps followed to collect and select articles for revision.
The selected VR therapies classification.
| Game Therapy Name | Authors, Year | Sample | Duration | Therapy Targets | Interaction | Immersion | Scenery | Adaptation | Progress Monitoring | Feedback | Portability | Automation |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| SST-VR 1 Role-play | Park et al., 2011 [ | 91 inpatients from a mental health hospital | 10 sessions, twice a week over 5 weeks | Behavioral | HMD, joystick, voice, and motion tracker | Yes | House, shop, and street | -- | -- | Mixed | -- | -- |
| VRVTS 2 | Tsang et al., 2013 [ | 95 inpatients who attended a vocational rehabilitation program | 10 sessions, once a week over 5 months, lasting for 30 min | Cognitive | Keyboard, mouse, and joystick | No | Shop | -- | -- | Mixed | -- | Yes |
| Virtual City | Zawadzki et al., 2013 [ | 33 patients from a mental health center | 1 session | Cognitive | Joystick | No | City | -- | Yes | -- | -- | -- |
| Soskitrain | Calafell et al., 2014 [ | 12 outpatients from an adult mental health service | 16 sessions, twice a week over 8 weeks | Behavioral | HMD, voice, and facial recognition | Yes | Shop and bar | -- | Yes | -- | -- | -- |
| Virtual Morris Water Maze and Carousel Maze | Fajnerova et al., 2015 [ | 29 first episode schizophrenia patients | 1 session | Cognitive | Joystick | No | Maze | -- | -- | -- | -- | -- |
| Social VR Simulation | Hesse et al., 2016 [ | 26 patients with psychotic disorders | 2 sessions in 2 weeks | Cognitive | HMD, joystick, and voice | Yes | Office | -- | -- | System interface | -- | Yes |
| VR-VRTP 3 | Sohn et al., 2016 [ | 11 outpatients from a mental health center | 8 sessions, once a week over 8 weeks, lasting for 60 min | Behavioral | Keyboard, mouse, and voice | No | Convenience store and supermarket | -- | Yes | System interface | -- | Yes |
| Serious Game to Improve Cognitive Functions in Schizophrenia | Amado et al., 2016 [ | 7 patients with schizophrenia institutionalized for many years | 12 sessions, once a week over 3 months, lasting for 90 min | Cognitive | Joystick | No | City | -- | -- | -- | -- | -- |
| vSST 4 | Plechatá et al., 2017 [ | 26 subjects without any neurological or psychiatric diagnosis | 1 session | Cognitive | -- | -- | Supermarket | Configuration | Yes | -- | -- | -- |
| MASI-VR 5 | Adery et al., 2019 [ | 17 outpatients from day facilities | 10 sessions, twice a week over 5 weeks | Behavioral | Keyboard and mouse | No | Shop and bus stop | Configuration | Yes | Mixed | Home-assisted | Yes |
| gameChange | Lambe et al., 2020 [ | 11 patients with a lived experience of psychosis | 6 sessions, lasting for 30 min | Cognitive | HMD | Yes | Shop, street, bar, bus, and doctor’s office | Configuration | -- | System-controlled | Home | Yes |
1 Social Skills Training; 2 VR Vocational Training System; 3 VR Vocational Rehabilitation Training Program; 4 Virtual Supermarket Shopping Task; 5 Multimodal Adaptive Social Intervention in VR.