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Virtual Reality App for Treating Eating Behavior in Eating Disorders: Development and Usability Study.

Billy Sundström Langlet1, Dorothy Odegi1, Modjtaba Zandian1

  • 1Division of Clinical Geriatrics, Center for Alzheimer Research, Department of Neurobiology, Care Sciences and Society, Karolinska Institutet, Stockholm, Sweden.

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PubMed
Summary
This summary is machine-generated.

This study explored a virtual reality app for anorexia nervosa treatment, finding it usable and fitting with current methods. Further improvements are suggested for environmental and social challenges in virtual reality therapy.

Keywords:
anorexia nervosabinge eating disorderbulimia nervosaeating disordersfeeding and eating disordersimmersive virtual realityvirtual reality

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Area of Science:

  • Psychiatry
  • Human-Computer Interaction
  • Digital Health

Background:

  • Anorexia nervosa is a severe eating disorder with poor treatment outcomes and high relapse rates.
  • Patients often exhibit anxiety and aversion towards food, necessitating innovative therapeutic approaches.
  • Virtual reality (VR) has shown efficacy in treating anxiety-related disorders and may aid eating disorder therapy.

Purpose of the Study:

  • To assess the feasibility and usability of an immersive VR application for individuals with eating disorders.
  • To evaluate user experience with VR technology in a simulated therapeutic context.

Main Methods:

  • Twenty-six participants (eating disorder and IT personnel) engaged with a VR app featuring virtual food and a meal challenge.
  • Usability was assessed using the mHealth Evidence Reporting and Assessment checklist, System Usability Scale, and heuristic evaluation.
  • A cognitive walkthrough analyzed participant interactions within the virtual environment.

Main Results:

  • The VR app was rated as "good" overall (mean score 73.4/100), indicating good usability.
  • Minor infrastructural and technological challenges were identified for app implementation.
  • While most users navigated tasks successfully after initial selection, 32% struggled with the starting screen.

Conclusions:

  • The VR application is deemed usable, with healthcare professionals viewing it as a potential adjunct to existing eating disorder treatments.
  • Enhancements are recommended, including the integration of environmental and social challenges to better simulate real-world eating scenarios.
  • The study highlights VR's potential in addressing specific challenges faced by anorexia nervosa patients.