我国流动青少年群体规模庞大,这一处境不利群体的心理健康发展是亟待解决的难题。尽管心理韧性培育是有效的流动青少年心理健康促进手段,传统的心理韧性培育方法过度依赖专业人力资源,存在成本高、效率低、治疗参与度低等局限性。因此,面向流动青少年移动智能的发展环境,如何使用智能交互技术,开展数字心理韧性培育成为研究核心。本研究针对流动青少年心理韧性促进问题,开发了一款基于虚拟现实技术的严肃游戏《转校生》。游戏旨在通过认知行为疗法、虚拟现实暴露疗法等心理干预手段,让玩家扮演游戏内角色,亲身面对困难并解决困难,从而促进心理韧性的增长。游戏根据数字心理韧性干预范式将传统韧性促进内容进行游戏化改造,并依托虚拟现实技术进行开发。研究从深圳市宝安区、光明区图书馆招募到非深圳户籍中学生45名分配到实验组(23名)和对照组(22名)开展单盲平行随机对照试验。实验组使用《转校生》游戏进行干预,对照组使用等时长虚拟现实视频作为安慰剂干预。结果显示,干预后实验组心理韧性水平相比干预前提升0.2±0.19$(P=0.007),对照组心理韧性水平在干预前后无显著变化。在游戏效果得到验证的基础上,本研究进一步探讨了该游戏对流动青少年心理韧性促进的作用机理。通过游戏内数据埋点,自动化收集实验组用户在游戏干预过程中的行为数据和量表数据。对数据进行因子分析发现,埋点采集的9个游戏行为变量中提取的6个公共因子变量可以很好对应待研究的六个影响干预效果的潜在变量。进而通过多元回归分析发现:六个潜在影响因素与韧性提升有显著线性相关性,对剔除零值的韧性提升数据进行拟合的调整R^2=0.395,其中治疗参与度和自我效能感有线性显著性。进一步通过逐步回归分析发现,只用治疗参与度、自我效能感和具身感构建的三元回归模型,调整R^2=0.371;治疗参与度和自我效能感二元回归模型的调整R^2=0.308。因此得出结论,在《转校生》对流动青少年心理韧性的干预中,用户的治疗参与度和自我效能感对韧性提升的影响作用较大,用户的具身感对韧性提升的影响作用较小,其他因素没有显著影响。本研究的创新性:一是在流动青少年心理韧性干预领域结合了虚拟现实和严肃游戏两种新兴技术,并提供了一种证明可行的干预手段;二是对游戏干预效果的作用机理做了探索性研究,为未来相似干预手段的开发提供了理论指引。
The large population of migrant adolescents in China presents a significant challenge to promoting their psychological well-being. While cultivating psychological resilience is an effective means of promoting the mental health of migrant adolescents, traditional methods of resilience training are limited in terms of high costs, low efficiency, and low treatment participation rates. Therefore, the development of digital resilience training using intelligent interactive technology for migrant adolescents has become a core research focus. This study aimed to address the problem of promoting psychological resilience in migrant adolescents by developing a serious game called "Transfer Student" based on virtual reality technology. The game, using cognitive-behavioral therapy and virtual reality exposure therapy, allows players to play the role of a character in the game, face and solve difficulties, and promote the growth of psychological resilience. The game transformed the traditional resilience promotion content into a game format based on the digital resilience intervention paradigm and was developed using virtual reality technology. The study recruited 45 non-local high school students from Baoan and Guangming districts in Shenzhen and randomly assigned them to an experimental group (n=23) and a control group (n=22) to conduct a single-blind parallel randomized controlled trial. The experimental group was intervened with the "Transfer Student" game, while the control group was intervened with a virtual reality video of equal duration as a placebo. The results showed that the psychological resilience level of the experimental group increased by 0.2±0.19 (P=0.007) compared to before the intervention, while there was no significant change in the psychological resilience level of the control group before and after the intervention. Based on the validation of the game‘s effectiveness, this study further explored the mechanism by which the game promotes psychological resilience in migrant adolescents. Through data tracking within the game, the study automatically collected behavioral and scale data from the experimental group during the game intervention process. Factor analysis of the collected data revealed that six common factor variables extracted from the nine game behavior variables can correspond well to the six potential variables that influence the intervention‘s effects. Multiple regression analysis using the six potential variables and resilience improvement as the dependent variable showed a significant linear correlation between the six potential factors and resilience improvement. Treatment participation and self-efficacy had significant linear correlations with resilience improvement. Through stepwise regression analysis, a three-variable regression model of treatment participation, self-efficacy, and embodiment was constructed with an adjusted R^2=0.371, and a two-variable regression model of treatment participation and self-efficacy was constructed with an adjusted R^2=0.308. Therefore, the conclusion was drawn that in the intervention of "Transfer Student" on the psychological resilience of migrant adolescents, treatment participation and self-efficacy have a greater impact on resilience improvement, while embodiment has a smaller impact, and other factors have no significant effect. The innovation of this study lies in two aspects: first, it combines virtual reality and serious games, two emerging technologies, in the field of psychological resilience intervention for migrant adolescents, and provides a feasible intervention method. Second, it explores the mechanism of the game intervention effect and provides theoretical guidance for the development of similar intervention methods in the future.