Improving Social Isolation and Loneliness Among Adolescents With Physical Disabilities Through Group-Based Virtual Reality Gaming: Feasibility Pre-Post Trial Study
- PMID: 38055309
- PMCID: PMC10733831
- DOI: 10.2196/47630
Improving Social Isolation and Loneliness Among Adolescents With Physical Disabilities Through Group-Based Virtual Reality Gaming: Feasibility Pre-Post Trial Study
Abstract
Background: Adolescents with disabilities experience alarmingly higher rates of depression and isolation than peers without disabilities. There is a need to identify interventions that can improve mental health and isolation among this underserved population. Innovations in virtual reality (VR) gaming "standalone" headsets allow greater access to immersive high-quality digital experiences, due to their relatively low cost.
Objective: This study had three purposes, which were to (1) examine the preliminary effects of a low-cost, home-based VR multiplayer recreation and socialization on depression, socialization, and loneliness; (2) quantify the acceptability of the program as measured by participant adherence, total play time, and exercise time; and (3) identify and describe behavioral mechanisms that affected participant engagement.
Methods: This was a single-group, pre- to postdesign trial. The intervention was conducted at home. Participants were recruited from a children's hospital. The intervention lasted 4 weeks and included 2×1-hour sessions per week of supervised peer-to-peer gaming. Participants used the Meta Quest 2 headset to meet peers and 2 coaches in a private party held digitally. Aim 1 was evaluated with the Children's Depression Inventory 2 Short Form and the University of California, Los Angeles Loneliness Scale 20 items, which are measures of social isolation and loneliness, respectively. Aim 2 was evaluated through the following metrics: participant adherence, the types of games played, friendship building and playtime, and program satisfaction and enjoyment.
Results: In total, 12 people enrolled (mean age 16.6, SD 1.8 years; male: n=9 and female: n=3), and 8 people completed the program. Mean attendance for the 8 participants was 77% (49 sessions of 64 total possible sessions; mean 6, SD 2 sessions). A trend was observed for improved Children's Depression Inventory 2 Short Form scores (mean preintervention score 7.25, SD 4.2; mean postintervention score 5.38, SD 4.1; P=.06; effect size=0.45, 95% CI -0.15 to 3.9), but this was not statistically significant; no difference was observed for University of California, Los Angeles Loneliness Scale 20 items scores. Most participants (7/8, 88%) stated that they became friends with a peer in class; 50% (4/8) reported that they played with other people. Participants reported high levels of enjoyment and satisfaction with how the program was implemented. Qualitative analysis resulted in 4 qualitative themes that explained behavioral mechanisms that determined engagement in the program.
Conclusions: The study findings demonstrated that a brief VR group program could be valuable for potentially improving mental health among adolescents with physical disabilities. Participants built friendships with peers and other players on the web, using low-cost consumer equipment that provided easy access and strong scale-up potential. Study findings identified factors that can be addressed to enhance the program within a larger clinical trial.
Trial registration: ClinicalTrials.gov NCT05259462; https://clinicaltrials.gov/study/NCT05259462.
International registered report identifier (irrid): RR2-10.2196/42651.
Keywords: VR; acceptability; adolescent; adolescents; depression; depressive; digital mental health intervention; disability; disabled; exergame; exergames; exergaming; friend; friends; friendship; game; games; gaming; interaction; interactions; isolated; isolation; loneliness; lonely; mental health; mindfulness; peer; peers; physical disability; play; psychotherapy; recreation; social; socialization; socialize; socializing; therapy; virtual reality; young adult; youth.
©Byron Lai, Raven Young, Mary Craig, Kelli Chaviano, Erin Swanson-Kimani, Cynthia Wozow, Drew Davis, James H Rimmer. Originally published in JMIR Formative Research (https://formative.jmir.org), 06.12.2023.
Conflict of interest statement
Conflicts of Interest: None declared.
Figures
References
-
- Waltersson L, Rodby-Bousquet E. Physical activity in adolescents and young adults with cerebral palsy. Biomed Res Int. 2017;2017:8080473. doi: 10.1155/2017/8080473. https://www.hindawi.com/journals/bmri/2017/8080473/ - DOI - PMC - PubMed
-
- Chamberlain MA, Kent RM. The needs of young people with disabilities in transition from paediatric to adult services. Eura Medicophys. 2005;41(2):111–123. http://www.minervamedica.it/index2.t?show=R33Y2005N02A0111 - PubMed
-
- Donkervoort M, Wiegerink DJHG, van Meeteren J, Stam HJ, Roebroeck ME, Transition Research Group South West Netherlands Transition to adulthood: validation of the Rotterdam Transition Profile for young adults with cerebral palsy and normal intelligence. Dev Med Child Neurol. 2009;51(1):53–62. doi: 10.1111/j.1469-8749.2008.03115.x. https://onlinelibrary.wiley.com/doi/10.1111/j.1469-8749.2008.03115.x DMCN3115 - DOI - DOI - PubMed
-
- Downs J, Blackmore AM, Epstein A, Skoss R, Langdon K, Jacoby P, Whitehouse AJO, Leonard H, Rowe PW, Glasson EJ. The prevalence of mental health disorders and symptoms in children and adolescents with cerebral palsy: a systematic review and meta-analysis. Dev Med Child Neurol. 2018;60(1):30–38. doi: 10.1111/dmcn.13555. https://onlinelibrary.wiley.com/doi/10.1111/dmcn.13555 - DOI - DOI - PubMed
Associated data
LinkOut - more resources
Full Text Sources
Medical
Miscellaneous
