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A Safe Place to Learn: Peer Research Qualitative Investigation of gameChange Virtual Reality Therapy

Overview of attention for article published in JMIR Serious Games, January 2023
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About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • Among the highest-scoring outputs from this source (#24 of 521)
  • High Attention Score compared to outputs of the same age (93rd percentile)
  • High Attention Score compared to outputs of the same age and source (99th percentile)

Mentioned by

blogs
1 blog
twitter
24 X users
facebook
1 Facebook page

Readers on

mendeley
15 Mendeley
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Title
A Safe Place to Learn: Peer Research Qualitative Investigation of gameChange Virtual Reality Therapy
Published in
JMIR Serious Games, January 2023
DOI 10.2196/38065
Pubmed ID
Authors

Jessica Bond, Alexandra Kenny, Vanessa Pinfold, Lisa Couperthwaite, The gameChange Lived Experience Advisory Panel, Thomas Kabir, Michael Larkin, Ariane Beckley, Laina Rosebrock, Sinéad Lambe, Daniel Freeman, Felicity Waite, Dan Robotham

Abstract

Automated virtual reality (VR) therapy has the potential to substantially increase access to evidence-based psychological treatments. The results of a multicenter randomized controlled trial showed that gameChange VR cognitive therapy reduces the agoraphobic avoidance of people diagnosed with psychosis, especially for those with severe avoidance. We set out to use a peer research approach to explore participants' experiences with gameChange VR therapy. This in-depth experiential exploration of user experience may inform the implementation in clinical services and future VR therapy development. Peer-led semistructured remote interviews were conducted with 20 people with a diagnosis of psychosis who had received gameChange as part of the clinical trial (ISRCTN17308399). Data were analyzed using interpretative phenomenological analysis and template analyses. A multiperspectival approach was taken to explore subgroups. Credibility checks were conducted with the study Lived Experience Advisory Panel. Participants reported the substantial impact of anxious avoidance on their lives before the VR intervention, leaving some of them housebound and isolated. Those who were struggling the most with agoraphobic avoidance expressed the most appreciation for, and gains from, the gameChange therapy. The VR scenarios provided "a place to practise." Immersion within the VR scenarios triggered anxiety, yet participants were able to observe this and respond in different ways than usual. The "security of knowing the VR scenarios are not real" created a safe place to learn about fears. The "balance of safety and anxiety" could be calibrated to the individual. The new learning made in VR was "taken into the real world" through practice and distilling key messages with support from the delivery staff member. Automated VR can provide a therapeutic simulation that allows people diagnosed with psychosis to learn and embed new ways of responding to the situations that challenge them. An important process in anxiety reduction is enabling the presentation of stimuli that induce the original anxious fears yet allow for learning of safety. In gameChange, the interaction of anxiety and safety could be calibrated to provide a safe place to learn about fears and build confidence. This navigation of therapeutic learning can be successfully managed by patients themselves in an automated therapy, with staff support, that provides users with personalized control. The clinical improvements for people with severe anxious avoidance, the positive experience of VR, and the maintenance of a sense of control are likely to facilitate implementation.

X Demographics

X Demographics

The data shown below were collected from the profiles of 24 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 15 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 15 100%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 3 20%
Researcher 2 13%
Student > Ph. D. Student 1 7%
Lecturer 1 7%
Student > Postgraduate 1 7%
Other 0 0%
Unknown 7 47%
Readers by discipline Count As %
Psychology 3 20%
Economics, Econometrics and Finance 1 7%
Chemistry 1 7%
Neuroscience 1 7%
Medicine and Dentistry 1 7%
Other 0 0%
Unknown 8 53%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 24. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 20 December 2023.
All research outputs
#1,551,029
of 25,037,495 outputs
Outputs from JMIR Serious Games
#24
of 521 outputs
Outputs of similar age
#32,528
of 465,386 outputs
Outputs of similar age from JMIR Serious Games
#1
of 27 outputs
Altmetric has tracked 25,037,495 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 93rd percentile: it's in the top 10% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 521 research outputs from this source. They typically receive a little more attention than average, with a mean Attention Score of 6.9. This one has done particularly well, scoring higher than 95% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 465,386 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 93% of its contemporaries.
We're also able to compare this research output to 27 others from the same source and published within six weeks on either side of this one. This one has done particularly well, scoring higher than 99% of its contemporaries.