Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice Experiment

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Abstract

Background: Virtual reality (VR) can be used to build many different scenes aimed at reducing study-related stress. However, only few academic experiments on university students for preference testing have been performed. Objective: This study aims to assess the preference of VR games for stress and depression treatment using a discrete choice experiment (DCE). Methods: A total of 5 different attributes were selected based on the depression therapy parameters and attributes related to VR: (1) treatment modality; (2) therapy duration; (3) perceived remission rate; (4) probability of adverse events; and the (5) monthly cost of adding treatment to a discrete choice experiment. By comparing different attributes and levels, we could draw some conclusions about the depression therapy testing preference for university students; 1 university student was responsible for VR scene development and 1 for participant recruitment. Results: The utility value of different attributes for “0% Probability of adverse events” was higher than others (99.22), and the utility value of VR treatment as the most popular treatment method compared with counseling and medicine treatment was 80.95. Three parameter aspects (different treatments for depression) were statistically significant (P

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Jin, S., Tan, Z., Liu, T., Chan, S. N., Sheng, J., Wong, T. H., … Ming, W. K. (2023). Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice Experiment. JMIR Serious Games, 11. https://doi.org/10.2196/34586

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