Background Digital technologies have expanded the options for delivering psychotherapy, permitting for example, the treatment of schizophrenia using Avatar Therapy. Despite its considerable potential, this treatment method has not been widely disseminated. As a result, its operability and functionality remain largely unknown. Objective We aimed to study the usability of a therapeutic virtual reality human–human interface, created in a game engine. Methods Participants were psychiatric hospital staff who were introduced to the therapeutic platform in a hands-on session. The System Usability Scale (SUS) was employed for evaluation purposes. Statistical evaluation was conducted using descriptive statistics, the chi-square test, analysis of variance, and multilevel factor analysis. Results In total, 109 staff members were introduced to the therapeutic tool and completed the SUS. The mean SUS global score was 81.49 (SD 11.1). Psychotherapists (mean 86.44, SD 8.79) scored significantly higher (F2,106=6.136; P=.003) than nursing staff (mean 79.01, SD 13.30) and administrative personnel (mean 77.98, SD 10.72). A multilevel factor analysis demonstrates a different factor structure for each profession. Conclusions In all professional groups in this study, the usability of a digital psychotherapeutic tool developed using a game engine achieved the benchmark for an excellent system, scoring highest among the professional target group (psychotherapists). The usability of the system seems, to some extent, to be dependent on the professional background of the user. It is possible to create and customize novel psychotherapeutic approaches with gaming technologies and platforms. Trial Registration Clinicaltrials.gov NCT04099940; http://clinicaltrials.gov/ct2/show/NCT04099940
BACKGROUND Digital technologies have expanded the possibilities of Psychotherapy, especially for the treatment of Schizophrenia with the Avatar Therapy. Despite its vast possibilities, this treatment method is still not disseminated; the operability and functionality are unknow. OBJECTIVE We aim to study the usability of a therapeutic virtual reality human-human interface created in a game engine with psychiatric hospital staff. METHODS Participants introduced to the therapeutic platform in a "hands-on" mode. The System Usability Scale (SUS) was employed for the evaluation of the system. We will conduct descriptive statistics, chi-square test, an ANOVA, and multilevel factor analysis for statistical evaluation. RESULTS In total, 109 staff members were introduced to the therapeutic tool and completed the SUS. The mean SUS global score was 81.49±11.1. Among the professional groups, psychotherapists (86.44±8.79) scored significantly higher (F (2, 106) = 6.136; p = 0.003) than nursing staff (79.01±13.30) and administrative personnel (77.98 ± 10.72). A Multilevel Factorial Analysis (MLFA) shows a different factor structure for each profession. CONCLUSIONS By different professions, the usability of a digital psychotherapeutic tool developed using a game engine achieves the benchmark for an excellent system, scoring even highest among the professional target group. The usability of the system, therefore, also depending on the professional background of the operator. With gaming technology and platforms, it is possible to create and customisation of novel therapeutic psychotherapeutic approaches. CLINICALTRIAL clinicaltrials.gov (NCT04099940)
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