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Feasibility of gamified visual desensitisation for visually-induced dizziness
Visually-induced dizziness (visual vertigo) is a core symptom of Persistent Perceptual Postural Dizziness (PPPD) and occurs in other conditions and general populations. It is difficult to treat and lacks new treatments and research. We incorporated the existing rehabilitation approach of visual dese...
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Published in: | Scientific reports 2024-08, Vol.14 (1), p.17864-12, Article 17864 |
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description | Visually-induced dizziness (visual vertigo) is a core symptom of Persistent Perceptual Postural Dizziness (PPPD) and occurs in other conditions and general populations. It is difficult to treat and lacks new treatments and research. We incorporated the existing rehabilitation approach of visual desensitisation into an online game environment to enhance control over visual motion and complexity. We report a mixed-methods feasibility trial assessing: Usage and adherence; rehabilitation potential; system usability and enjoyment; relationship with daily dizziness. Participants played online with (intervention, N = 37) or without (control, N = 39) the visual desensitisation component for up to 5–10 min, twice daily for 6 weeks. Dropout was 45%. In the intervention group, N = 17 played for the recommended time while N = 20 played less. Decreases in visual vertigo symptoms, anxiety and depression correlated with playtime for the intervention but not control. System usability was high. Daily symptoms predicted playtime. Qualitative responses broadly supported the gamified approach. The data suggest gamified visual desensitisation is accessible, acceptable and, if adherence challenges can be overcome, could become a useful addition to rehabilitation schedules for visually-induced dizziness and associated anxiety. Further trials are needed. |
doi_str_mv | 10.1038/s41598-024-67745-9 |
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It is difficult to treat and lacks new treatments and research. We incorporated the existing rehabilitation approach of visual desensitisation into an online game environment to enhance control over visual motion and complexity. We report a mixed-methods feasibility trial assessing: Usage and adherence; rehabilitation potential; system usability and enjoyment; relationship with daily dizziness. Participants played online with (intervention, N = 37) or without (control, N = 39) the visual desensitisation component for up to 5–10 min, twice daily for 6 weeks. Dropout was 45%. In the intervention group, N = 17 played for the recommended time while N = 20 played less. Decreases in visual vertigo symptoms, anxiety and depression correlated with playtime for the intervention but not control. System usability was high. Daily symptoms predicted playtime. Qualitative responses broadly supported the gamified approach. The data suggest gamified visual desensitisation is accessible, acceptable and, if adherence challenges can be overcome, could become a useful addition to rehabilitation schedules for visually-induced dizziness and associated anxiety. Further trials are needed.</description><identifier>ISSN: 2045-2322</identifier><identifier>EISSN: 2045-2322</identifier><identifier>DOI: 10.1038/s41598-024-67745-9</identifier><identifier>PMID: 39090130</identifier><language>eng</language><publisher>London: Nature Publishing Group UK</publisher><subject>631/477 ; 692/308 ; 692/617 ; 692/700 ; Adult ; Anxiety ; Dizziness - rehabilitation ; Dizziness - therapy ; Feasibility Studies ; Female ; Functional dizziness ; Humanities and Social Sciences ; Humans ; Male ; Middle Aged ; Motion detection ; multidisciplinary ; Rehabilitation ; Science ; Science (multidisciplinary) ; Usability ; Vertigo ; Vertigo - rehabilitation ; Vertigo - therapy ; Vestibular rehabilitation ; Video Games ; Virtual environment ; Visual stimuli ; Visual vertigo ; Visually-induced dizziness ; Young Adult</subject><ispartof>Scientific reports, 2024-08, Vol.14 (1), p.17864-12, Article 17864</ispartof><rights>The Author(s) 2024</rights><rights>2024. The Author(s).</rights><rights>The Author(s) 2024. This work is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><cites>FETCH-LOGICAL-c366t-42c57cf185c463cd4ff9738f547a274e0ba4c98ef3d10bb19ebcc8041add49dd3</cites><orcidid>0000-0002-0536-0510</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.proquest.com/docview/3087040582/fulltextPDF?pq-origsite=primo$$EPDF$$P50$$Gproquest$$Hfree_for_read</linktopdf><linktohtml>$$Uhttps://www.proquest.com/docview/3087040582?pq-origsite=primo$$EHTML$$P50$$Gproquest$$Hfree_for_read</linktohtml><link.rule.ids>314,776,780,25732,27903,27904,36991,36992,44569,74872</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/39090130$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Goodwin, Nathan</creatorcontrib><creatorcontrib>Powell, Georgina</creatorcontrib><creatorcontrib>Loizides, Fernando</creatorcontrib><creatorcontrib>Derry-Sumner, Hannah</creatorcontrib><creatorcontrib>Rajenderkumar, Deepak</creatorcontrib><creatorcontrib>Sumner, Petroc</creatorcontrib><title>Feasibility of gamified visual desensitisation for visually-induced dizziness</title><title>Scientific reports</title><addtitle>Sci Rep</addtitle><addtitle>Sci Rep</addtitle><description>Visually-induced dizziness (visual vertigo) is a core symptom of Persistent Perceptual Postural Dizziness (PPPD) and occurs in other conditions and general populations. It is difficult to treat and lacks new treatments and research. We incorporated the existing rehabilitation approach of visual desensitisation into an online game environment to enhance control over visual motion and complexity. We report a mixed-methods feasibility trial assessing: Usage and adherence; rehabilitation potential; system usability and enjoyment; relationship with daily dizziness. Participants played online with (intervention, N = 37) or without (control, N = 39) the visual desensitisation component for up to 5–10 min, twice daily for 6 weeks. Dropout was 45%. In the intervention group, N = 17 played for the recommended time while N = 20 played less. Decreases in visual vertigo symptoms, anxiety and depression correlated with playtime for the intervention but not control. System usability was high. Daily symptoms predicted playtime. Qualitative responses broadly supported the gamified approach. The data suggest gamified visual desensitisation is accessible, acceptable and, if adherence challenges can be overcome, could become a useful addition to rehabilitation schedules for visually-induced dizziness and associated anxiety. 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Academic</collection><collection>DOAJ Directory of Open Access Journals</collection><jtitle>Scientific reports</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Goodwin, Nathan</au><au>Powell, Georgina</au><au>Loizides, Fernando</au><au>Derry-Sumner, Hannah</au><au>Rajenderkumar, Deepak</au><au>Sumner, Petroc</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Feasibility of gamified visual desensitisation for visually-induced dizziness</atitle><jtitle>Scientific reports</jtitle><stitle>Sci Rep</stitle><addtitle>Sci Rep</addtitle><date>2024-08-01</date><risdate>2024</risdate><volume>14</volume><issue>1</issue><spage>17864</spage><epage>12</epage><pages>17864-12</pages><artnum>17864</artnum><issn>2045-2322</issn><eissn>2045-2322</eissn><abstract>Visually-induced dizziness (visual vertigo) is a core symptom of Persistent Perceptual Postural Dizziness (PPPD) and occurs in other conditions and general populations. It is difficult to treat and lacks new treatments and research. We incorporated the existing rehabilitation approach of visual desensitisation into an online game environment to enhance control over visual motion and complexity. We report a mixed-methods feasibility trial assessing: Usage and adherence; rehabilitation potential; system usability and enjoyment; relationship with daily dizziness. Participants played online with (intervention, N = 37) or without (control, N = 39) the visual desensitisation component for up to 5–10 min, twice daily for 6 weeks. Dropout was 45%. In the intervention group, N = 17 played for the recommended time while N = 20 played less. Decreases in visual vertigo symptoms, anxiety and depression correlated with playtime for the intervention but not control. System usability was high. Daily symptoms predicted playtime. Qualitative responses broadly supported the gamified approach. The data suggest gamified visual desensitisation is accessible, acceptable and, if adherence challenges can be overcome, could become a useful addition to rehabilitation schedules for visually-induced dizziness and associated anxiety. Further trials are needed.</abstract><cop>London</cop><pub>Nature Publishing Group UK</pub><pmid>39090130</pmid><doi>10.1038/s41598-024-67745-9</doi><tpages>12</tpages><orcidid>https://orcid.org/0000-0002-0536-0510</orcidid><oa>free_for_read</oa></addata></record> |
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subjects | 631/477 692/308 692/617 692/700 Adult Anxiety Dizziness - rehabilitation Dizziness - therapy Feasibility Studies Female Functional dizziness Humanities and Social Sciences Humans Male Middle Aged Motion detection multidisciplinary Rehabilitation Science Science (multidisciplinary) Usability Vertigo Vertigo - rehabilitation Vertigo - therapy Vestibular rehabilitation Video Games Virtual environment Visual stimuli Visual vertigo Visually-induced dizziness Young Adult |
title | Feasibility of gamified visual desensitisation for visually-induced dizziness |
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