Beyond Textbooks and Standard Practices
Advances in healthcare information systems and administration book series,
Год журнала:
2024,
Номер
unknown, С. 20 - 46
Опубликована: Фев. 14, 2024
This
chapter
examines
the
concept
of
mental
health
literacy
(MHL)
and
its
pivotal
role
in
promoting
well-being
global
agendas.
MHL,
rooted
recognition,
understanding,
management
disorders,
has
emerged
as
a
critical
component
fostering
individual
community
resilience.
The
delves
into
transformative
potential
digital
tools
enhancing
MHL
through
innovative
education
approaches,
focusing
on
platforms,
mobile
apps,
virtual
reality,
artificial
intelligence,
gamified
learning
to
disseminate
personalized
information
efficiently,
transcending
barriers
time
stigma.
comprehensively
explores
state-of-the-art
integration
not
only
healthcare
professionals
training
curricula
but
also
populations.
Through
some
examples
real
case
study,
effectiveness
different
interventions
is
highlighted,
culminating
practical
recommendations
for
seamlessly
incorporating
initiatives.
Язык: Английский
Metaverse Future of Digital Medical Tourism
Advances in healthcare information systems and administration book series,
Год журнала:
2025,
Номер
unknown, С. 173 - 198
Опубликована: Янв. 17, 2025
The
chapter
advances
a
theory
on
digital
medical
tourism,
examining
its
implications
for
the
internationalization
of
healthcare
and
markets.
They
discuss
how
telehealth,
AI
in
diagnosis,
virtual
visits,
electronic
health
records
are
boon
to
tourism.
analyzes
findings
literature
review
market
study
concerning
trends
developments.
results
show
that
implementation
technology
significantly
enhanced
patient
satisfaction
reduced
costs.
Based
concept,
global
provision
will
become
showcased
business
expand
customer
supplier
choices.
Members
industry,
government,
experts
can
only
remove
hitches
bring
change
tourism
through
technology.
thus
postulates
stresses
Asia,
Latin
America,
Eastern
Europe
emerging
markets
outsourcing
owing
investment
requirements
data
protection,
privacy,
legal
issues,
divide
fully
unlock
value
Язык: Английский
‘It's not everybody's snapshot. It's just an insight into that world’: A qualitative study of multiple perspectives towards understanding the mental health experience and addressing stigma in healthcare students through virtual reality
Digital Health,
Год журнала:
2024,
Номер
10
Опубликована: Янв. 1, 2024
The
resurgence
of
virtual
reality
(VR)
technologies
has
led
to
their
increased
use
in
contemporary
healthcare
education.
One
promising
application
is
simulating
the
experiences
individuals
with
mental
health
conditions
(MHCs)
reduce
stigma
among
future
professionals.
This
study
set
out
explore
what
those
impacted
by,
or
involved
in,
education
students
think
about
using
VR
this
way.
Язык: Английский
Cohabitant: The Design, Implementation, and Evaluation of a Virtual Reality Application for Interfaith Learning and Empathy Building
Опубликована: Май 11, 2024
Lack
of
interfaith
communication
often
gives
rise
to
prejudice
and
group-based
conflict
in
multi-faith
societies.
Nurturing
this
via
learning
may
reduce
by
fostering
empathy.
HCI
has
a
dearth
knowledge
on
coexistence
empathy
building.
To
address
gap,
we
present
the
design,
implementation,
usability
Cohabitant:
virtual
reality
(VR)
application
that
promotes
Cohabitant's
design
is
theoretically
underpinned
Allport's
intergroup
contact
theory
informed
insights
from
participatory
workshop
ran
with
members
three
religious
groups:
Christians,
Hindus,
Muslims.
Our
evaluation
study,
combining
quantitative
qualitative
data
30
participants,
suggests
Cohabitant
enhance
general
interpersonal
empathy,
but
falls
short
for
ethnocultural
We
discuss
possible
policy
implications
using
kind
VR
technology
Язык: Английский
Virtu-act: a virtual reality program for mental health stigma
Current Psychology,
Год журнала:
2024,
Номер
43(35), С. 28306 - 28315
Опубликована: Авг. 21, 2024
Язык: Английский
Acceptability, feasibility, and preliminary evaluation of an animated VR game for reducing mental health stigma in health-care students and trainees: a mixed-method study
Deleted Journal,
Год журнала:
2024,
Номер
1(2), С. 173 - 192
Опубликована: Июнь 20, 2024
Purpose
This
study
aims
to
pilot-test
the
acceptability,
feasibility,
preliminary
efficacy
and
user
experience
of
an
animated
virtual
reality
(VR)
game
(“Goliath:
Playing
with
Reality”)
aimed
at
reducing
stigma
related
psychosis
schizophrenia
among
health-care
students
trainees.
Design/methodology/approach
A
mixed-methods
design
was
used.
Sixteen
trainee
clinical
psychologists
working
service
users
psychosis/schizophrenia
engaged
VR
using
a
headset
controllers,
completed
measures
before
after.
Quantitative
assessing
intervention
appropriateness
feasibility
were
collected
analysed
descriptively.
These
complemented
by
qualitative
feedback
on
experience,
through
content
analysis.
Pre-
post-intervention
mental
health
stigma-related
also
inferentially.
Findings
Most
participants
found
acceptable,
appropriate
feasible
for
stigma.
Although
there
no
significant
changes
in
measures,
impressed
immersive
storytelling
symbolic
portrayal
psychosis.
Participants
valued
educational
aspect,
empathised
people
living
experienced
range
emotional
reactions.
However,
noted
usability
concerns,
suggestions
improvement
made.
Originality/value
is
one
first
studies
show
potential
“Goliath:
Reality”
as
Drawing
narrative
theory
immersive-interactive
techniques,
provides
experiences
that
can
foster
engagement
connection,
potentially
enhancing
its
effectiveness
reduction
efforts.
Язык: Английский
Effects and Acceptability of a 1-Week Home-Based Virtual Reality Training for Supporting the Management of Stress and Anxiety: A Randomized Pilot Trial (Preprint)
JMIR Serious Games,
Год журнала:
2024,
Номер
13, С. e50326 - e50326
Опубликована: Ноя. 20, 2024
Virtual
reality
(VR)
is
helpful
for
the
management
of
stress
and
anxiety.
However,
current
interventions
have
limitations
related
to
location
(ie,
therapist's
office
or
hospitals)
content
virtual
experiences
only
relaxation).
This
randomized
pilot
trial
aims
investigate
efficacy
acceptability
a
brief
remote
VR-based
training
supporting
anxiety
in
sample
Italian
health
care
workers.
A
total
29
doctors
nurses
(n=21;
72%
female;
mean
age
35.6,
SD
10.3
years)
were
recruited
VR
intervention
group
control
passive
condition.
Participants
assigned
received
consisting
3
sessions
at
home
delivered
1
week
using
psychoeducational
experience
"MIND-VR"
360°
relaxing
video
"The
Secret
Garden."
The
primary
outcome
measures
stress,
anxiety,
depression,
knowledge
assessed
baseline
posttreatment.
We
also
evaluated
immediate
effect
on
perceived
state
negative
positive
emotions.
secondary
measure
was
usability
system
content.
significantly
reduced
levels
as
by
Perceived
Stress
Scale
(6.46,
95%
CI
2.77
10.5;
P=.046)
increased
ad
hoc
questionnaire
adopted
(-2.09,
-3.86
-0.529;
P=.046).
home-based
did
not
yield
similar
reductions
depression
Depression,
Anxiety,
Scale-21
items
trait
through
State-Trait
Anxiety
Inventory
Form
Y-1.
After
with
VR,
there
significant
decrease
anger,
sadness
an
increase
happiness
levels.
Analyses
questionnaires
indicated
that
workers
found
easy
without
adverse
effects
cybersickness.
Of
33
participants,
(88%)
adhered
protocol.
results
this
study
suggest
week-long
intervention,
created
specifically
purpose
available
free
charge,
can
help
individuals
manage
encouraging
further
research
investigating
potential
support
mental
health.
ClinicalTrials.gov
NCT04611399;
https://tinyurl.com/scxunprd.
Язык: Английский