OTJR : occupation, participation and health · 2026
Flow and Technology Acceptance in Extended Reality Leisure Participation During Mental Health Occupational Therapy.
СтатьяНазвание и аннотация: Перевод в очереди
Обработка статьи · этапы, ошибки и управление
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Ошибки и ограничения
История · было → стало
Состояние обновляется каждые 5 секунд, пока блок открыт. Процент показывается только там, где известен объём работы. Пауза останавливает продолжение этапа; текущий запрос к источнику может завершиться.
Hung Chia-Hui, Yang Shiu-Yuan, Chang Hsiang-Ju, Chen Yu-Ju, Shih Han-Si, Fan Shih-Chen
Аннотация
This convergent mixed-methods study examined extended reality (XR)-supported leisure participation among 12 long-term psychiatric inpatients completing an 8-week virtual reality and augmented reality program within occupational therapy. Flow experience and technology acceptance were assessed quantitatively alongside qualitative thematic analysis of weekly semi-structured interviews. Flow experience increased significantly (p < .05, r = .82), while technology acceptance remained stable. Perceived usefulness significantly predicted flow (R2 = .575); perceived ease of use did not. Five qualitative themes emerged: novelty-driven immersion, just-right challenge, therapist-mediated facilitation, embodied constraints, and occupational inertia limiting real-world leisure generalization. Immersive XR enhanced intrinsically motivated occupational engagement independent of generalized technology attitudes. Effective implementation requires therapist-led bridging strategies to support the transition from virtual immersion toward authentic leisure participation. XR functions as a mediating tool for expanding occupational possibilities in restricted mental health environments, with therapist facilitation constituting an active ingredient of participation.