Co-design of avatars to embody auditory hallucinations of patients with schizophrenia: A study on patients’ feeling of satisfaction and psychiatrists’ intention to adopt the technology

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Abstract

Auditory hallucinations are common and distressing symptoms of the schizophrenia disease. It is commonly treated with pharmacological approaches but, unfortunately, such an approach is not effective in all patients. In the cases in which the use of antipsychotic drugs is not possible or not recommended, psychotherapeutic interventions are used to help patients gain power and control against hearing voices. Recently, virtual reality technologies have been incorporated to this type of therapies. A virtual representation of their voice (avatar) is created in a controlled computer-based environment, and the patient is encouraged to confront it. Unfortunately, the software tools used in these therapies are not described in depth and, even more important, to the best of our knowledge, their usability, utility and intention to use by therapists, and patients have not been evaluated enough. The involvement of end users in the software development is beneficial in obtaining useful and usable tools. Hence, the two contributions of this paper are (1) the description of an avatar creation system and the main technical details of the configuration of auditory hallucination avatars, and (2) its evaluation from both the therapists’ and the patients’ viewpoints. The evaluation does not only focus on usability, but also assesses the acceptance of the technology as an important indicator of the future use of a new technological tool. Moreover, the most important results, the lessons learned and the main limitations of our study are discussed.

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García, A. S., Fernández-Sotos, P., Vicente-Querol, M. A., Sánchez-Reolid, R., Rodriguez-Jimenez, R., & Fernández-Caballero, A. (2023). Co-design of avatars to embody auditory hallucinations of patients with schizophrenia: A study on patients’ feeling of satisfaction and psychiatrists’ intention to adopt the technology. Virtual Reality, 27(1), 217–232. https://doi.org/10.1007/s10055-021-00558-7

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