Virtual Reality Exposure Therapy

虚拟现实暴露疗法
  • 文章类型: Journal Article
    评估沉浸式运动可视化干预对血友病和血友病膝关节病患者的疗效。
    随机化,单盲临床研究。招募了28名血友病患者。患者被随机分为实验组(四周的沉浸式运动可视化)和对照组(无干预)。疼痛的强度,膝盖的压力疼痛阈值,胫骨前肌,下背部水平,条件性疼痛调制,膝盖运动范围,和下肢功能进行评估。
    组间对膝关节疼痛强度(F=23.71;p<0.001)和下肢功能(F=7.11;p=0.003)的影响差异有统计学意义。实验组中42.86%的患者在功能上表现出大于最小可检测变化(MDC)的变化。接受干预的患者中有39.29%的膝关节压力疼痛阈值的变化大于MDC。
    沉浸式运动可视化可以改善血友病性膝关节病患者的关节疼痛强度和功能。功能,压力痛阈值,在进行沉浸式运动可视化的患者中,疼痛强度得到了改善。对康复的影响运动的沉浸式可视化显着改善了关节疼痛的强度,功能,压力痛阈值,关节健康,血友病性膝关节病患者的条件性疼痛调节。它是一种没有潜在厌恶刺激的疗法,这一事实使其成为具有高水平运动恐惧症和/或灾难性的患者的可能通路。这种低成本,基于家庭的技术允许其用于远离血友病参考中心或难以获得物理治疗的患者。身临其境的运动可视化影响治疗的民主化,根据世界卫生组织的可持续发展目标3(人人享有健康和福祉)。
    UNASSIGNED: To evaluate the efficacy of an immersive movement visualization intervention in patients with hemophilia and hemophilic knee arthropathy.
    UNASSIGNED: Randomized, single-blind clinical study. Twenty-eight patients with hemophilia were recruited. Patients were randomized to an experimental group (four weeks of immersive movement visualization) and a control group (no intervention). The intensity of pain, pressure pain threshold in the knee, tibialis anterior muscle, lower back level, conditioned pain modulation, range of knee motion, and lower limb functionality were evaluated.
    UNASSIGNED: There were statistically significant differences in the intergroup effect on knee pain intensity (F = 23.71; p < 0.001) and lower limb functionality (F = 7.11; p = 0.003). 42.86% of the patients in the experimental group exhibited changes greater than the minimum detectable change (MDC) in functionality. 39.29% of the patients subject to the intervention experienced changes greater than the MDC in the knee pressure pain threshold.
    UNASSIGNED: Immersive motion visualization can improve the intensity of joint pain and functionality in patients with hemophilic knee arthropathy. Functionality, pressure pain threshold, and pain intensity improved in those patients who conducted immersive movement visualization.Implications for rehabilitationImmersive visualization of movement significantly improves intensity of joint pain, functionality, pressure pain threshold, joint health, and conditioned pain modulation in patients with hemophilic knee arthropathy.The fact that it is a therapy without potential aversive stimuli makes it a possible access pathway for patients with high levels of kinesiophobia and/or catastrophism.This low-cost, home-based technology allows its use in patients far from hemophilia reference centers or with difficult access to physiotherapy treatments.The immersive visualization of movement influences the democratization of treatment, in accordance with the WHO\'s Sustainable Development Goal 3 (health and well-being for all).
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  • 文章类型: Journal Article
    焦虑症是最常见的精神障碍之一。治疗指南推荐药物治疗和认知行为治疗作为标准治疗。尽管认知行为疗法是一种有效的治疗方法,并非所有患者都能从中获益。近年来,非侵入性脑刺激技术,比如经颅磁刺激,已被研究为治疗情感障碍的有希望的辅助手段。这项研究的目的是调查间歇性theta爆发刺激(iTBS)和虚拟现实暴露疗法的组合是否比使用假刺激的虚拟现实暴露显着降低恐惧症。在这项随机双盲安慰剂对照研究中,在进行两次虚拟现实暴露疗法之前,有43名患有恐惧症的参与者在左背外侧前额叶皮层上接受了verum或假iTBS。iTBS刺激左背外侧前额叶皮层是由一项实验研究激发的,该实验研究显示对灭绝记忆保留有积极作用。一周前,使用问卷调查和两项行为方法任务评估了恐惧症状,治疗后和第二次诊断后六个月。结果显示,两次虚拟现实暴露疗法导致了恐惧症状的显著减少,总体缓解率为79%。然而,左背外侧前额叶皮质iTBS对治疗效果无额外影响.需要进一步的研究来确定如何设计经颅磁刺激和暴露治疗的组合以提高疗效。
    Anxiety disorders are among the most common mental disorders. Treatment guidelines recommend pharmacotherapy and cognitive behavioral therapy as standard treatment. Although cognitive behavioral therapy is an effective therapeutic approach, not all patients benefit sufficiently from it. In recent years, non-invasive brain stimulation techniques, such as transcranial magnetic stimulation, have been investigated as promising adjuncts in the treatment of affective disorders. The aim of this study is to investigate whether a combination of intermittent theta burst stimulation (iTBS) and virtual reality exposure therapy leads to a significantly greater reduction in acrophobia than virtual reality exposure with sham stimulation. In this randomized double-blind placebo-controlled study, 43 participants with acrophobia received verum or sham iTBS over the left dorsolateral prefrontal cortex prior to two sessions of virtual reality exposure therapy. Stimulation of the left dorsolateral prefrontal cortex with iTBS was motivated by an experimental study showing a positive effect on extinction memory retention. Acrophobic symptoms were assessed using questionnaires and two behavioral approach tasks one week before, after treatment and six months after the second diagnostic session. The results showed that two sessions of virtual reality exposure therapy led to a significant reduction in acrophobic symptoms, with an overall remission rate of 79 %. However, there was no additional effect of iTBS of the left dorsolateral prefrontal cortex on the therapeutic effects. Further research is needed to determine how exactly a combination of transcranial magnetic stimulation and exposure therapy should be designed to enhance efficacy.
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  • 文章类型: Journal Article
    目的:本研究旨在探讨虚拟现实(VR)治疗对睡眠质量和相关症状的影响。比如抑郁和焦虑,认知衰退和自主神经功能障碍,慢性失眠患者。
    方法:63例慢性失眠患者根据标准药物治疗随机分为VR组(n=32)和对照组(n=20)。患者被指示每天晚上在家使用VR进行为期6周的治疗。所有参与者均接受匹兹堡睡眠质量指数(PSQI)测量的主观睡眠质量评估,失眠严重程度指数(ISI),和Epworth嗜睡量表(ESS),用汉密尔顿抑郁量表(HAMD)和汉密尔顿焦虑量表(HAMA)测量抑郁和焦虑症状,认知功能,在基线和治疗6周后用睡眠呼吸监测装置测量客观的睡眠结构和自主神经功能检查。这项研究的主要目的是将睡眠质量评估作为主要结果。
    结果:治疗6周后,与对照组相比,VR组PSQI评分(-5.60±2.37vs-4.10±1.80,P=0.020)和ISI评分(-8.81±4.52vs-6.35±2.89,P=0.038)的下降幅度明显更大。VR组的HAMD评分(-9.96±4.41vs-7.50±2.89,P=0.035)和HAMA评分(-8.96±3.80vs-6.80±3.22,P=0.046)降低更多。处理速度比对照组提高更多(0.54±0.60vs0.00±0.79,P=0.011)。此外,低频耦合(-10.00±17.40vs.8.25±20.03,P=0.001)降低,高频耦合(9.99±17.40vs.相对于对照组,VR组的-8.24±20.03,P=0.001)升高。
    结论:我们的研究结果提供了初步证据,表明VR疗法可提高睡眠质量,并减轻抑郁和焦虑症状。改善慢性失眠患者的认知和自主神经功能。
    OBJECTIVE: The present study aimed to explore the effectiveness of virtual reality (VR) therapy on sleep quality and associated symptoms, such as depression and anxiety, cognitive decline and autonomic nervous dysfunction, in chronic insomnia patients.
    METHODS: Sixty-three chronic insomnia patients were randomly divided into VR group (n = 32) and control group (n = 20) based on a standard drug therapy. Patients were instructed to use VR at home once a day at evening for 6-week treatment. All participants received evaluations of subjective sleep quality measured with the Pittsburgh Sleep Quality Index (PSQI), the Insomnia Severity Index (ISI), and the Epworth Sleepiness Scale (ESS), depression and anxiety symptoms measured with the Hamilton Depression Scale (HAMD) and Hamilton Anxiety Scale (HAMA), cognitive function, and objective sleep structure and autonomic nerve function examination measured with the sleep respiration monitoring device at baseline and after 6-week treatment. The main objective of this study was sleep quality assessment as the primary outcome.
    RESULTS: After 6-week treatment, the decreases in PSQI score (-5.60 ± 2.37 vs -4.10 ± 1.80, P = 0.020) and ISI score (-8.81 ± 4.52 vs -6.35 ± 2.89, P = 0.038) of the VR group were significantly greater compared with the control group. The VR group showed more reduction in HAMD score (-9.96 ± 4.41 vs -7.50 ± 2.89, P = 0.035) and HAMA score (-8.96 ± 3.80 vs -6.80 ± 3.22, P = 0.046), and more increase in processing speed (0.54 ± 0.60 vs 0.00 ± 0.79, P = 0.011) than the control group. Moreover, the low-frequency coupling (-10.00 ± 17.40 vs. 8.25 ± 20.03, P = 0.001) was lowered and the high-frequency coupling (9.99 ± 17.40 vs. -8.24 ± 20.03, P = 0.001) was elevated in the VR group relative to the control group.
    CONCLUSIONS: Our findings offered preliminary evidence that VR therapy enhanced sleep quality and also lessened depressive and anxious symptoms, and improved cognitive and autonomic functioning in patients with chronic insomnia.
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  • 文章类型: Journal Article
    阿片类药物使用障碍(MOUD)是对这种情况最有效的干预措施,然而,许多患者停止治疗。尽管建议采用辅助的社会心理治疗来增加保留和减少复发,训练有素的提供者的稀缺阻碍了基于证据的干预措施的获取和利用.我们进行了1期研究,以评估接受MOUD患者的虚拟现实提供的正念恢复增强(MORE-VR)干预的可行性。
    接受丁丙诺啡或美沙酮治疗OUD(N=34)的患者每周进行8次MORE-VR治疗。对入选和保留率进行分析。参与者报告了MORE-VR的可用性和可接受性,阿片类药物的使用,以及在每个VR会话之前和之后的渴望和影响。在MORE-VR的一个会话期间监测心率。
    23名参与者完成了四个或更多的MORE-VR课程(推荐的最低干预剂量)。参与者报告了MORE-VR的高可用性和可接受性,具有出色的安全性。从治疗前到治疗后,非法阿片类药物的使用显着下降(F=4.44,p=.04)。我们观察到会内阿片类药物渴望(F=39.3,p<.001)和负面影响(F=36.3,p<.001)显着减少,会期内积极影响显著增加(F=23.6,p<.001)。提示暴露和正念练习期间心率发生改变(F=6.79,p<.001)。
    高保留率,可用性和可接受率以及低不良事件表明,MORE-VR是可行的,引人入胜,安全干预。我们的发现表明,MORE-VR可以作为MOUD的辅助干预措施,并表明MORE-VR可以改善OUD治疗结果并调节自主神经反应。MORE-VR的疗效将在随后的2期试验中进行测试。
    ClinicalTrials.govNCT05034276;https://classic.clinicaltrials.gov/ct2/show/NCT05034276.MORE-VR是一种数字疗法,使用虚拟现实为阿片类药物使用障碍治疗提供为期8周的基于正念的干预措施。OUD患者报告完成率高,可用性和可接受性。在参与者接受更多VR作为MOUD的辅助手段时,随着时间的推移,人们的渴望和阿片类药物的使用有所减少。
    UNASSIGNED: Medications for opioid use disorder (MOUD) are the most effective interventions for this condition, yet many patients discontinue treatment. Though adjunct psychosocial treatments are recommended to increase retention and reduce relapse, the scarcity of trained providers hinders access to and utilization of evidence-based interventions. We conducted a Phase 1 study to assess the feasibility of a virtual reality-delivered Mindfulness-Oriented Recovery Enhancement (MORE-VR) intervention for patients receiving MOUD.
    UNASSIGNED: Patients receiving buprenorphine or methadone for OUD (N = 34) were scheduled for 8 weekly sessions of MORE-VR. Enrollment and retention rates were analyzed. Participants reported on the usability and acceptability of MORE-VR, opioid use, and craving and affect before and after each VR session. Heart rate was monitored during one session of MORE-VR.
    UNASSIGNED: Twenty-three participants completed four or more MORE-VR sessions (minimum recommended intervention dose). Participants reported high usability and acceptability of MORE-VR, which had an excellent safety profile. Illicit opioid use decreased significantly from pre- to post-treatment (F = 4.44, p=.04). We observed a significant within-session decrease in opioid craving (F = 39.3, p<.001) and negative affect (F = 36.3, p<.001), and a significant within-session increase in positive affect (F = 23.6, p<.001). Heart rate shifted during cue-exposure and mindfulness practices (F = 6.79, p<.001).
    UNASSIGNED: High retention, usability and acceptability rates and low adverse events demonstrated that MORE-VR is a feasible, engaging, and safe intervention. Our findings show that MORE-VR can be delivered as an adjunctive intervention to MOUD and suggest that MORE-VR may improve OUD treatment outcomes and modulate autonomic responses. MORE-VR\'s efficacy will be tested in a subsequent Phase 2 trial.
    UNASSIGNED: ClinicalTrials.gov NCT05034276; https://classic.clinicaltrials.gov/ct2/show/NCT05034276.
    MORE-VR is a digital therapeutic that uses Virtual Reality to deliver an 8-week mindfulness-based intervention for opioid use disorder treatment.Patients with OUD reported high completion rates, usability and acceptability.In participants receiving MORE-VR as an adjunct to MOUD, reduced craving and opioid use was reported over time.
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  • 文章类型: Journal Article
    虚拟现实暴露疗法为治疗社交焦虑症提供了独特的机会。这项荟萃分析旨在评估虚拟现实暴露疗法与等待列表比较器或其他干预措施对社交焦虑症患者缓解焦虑症状的有效性。
    从开始到2023年12月7日,对虚拟现实暴露疗法的随机对照试验进行了三步全面搜索。使用Hedges'g测量总体效果,并在p<0.05的显著性水平下使用t-统计学确定。灵敏度,子组,并进行meta回归分析。
    从9个电子数据库中检索到总共17个随机对照试验。在干预后和随访评估中,虚拟现实暴露疗法在减少焦虑症状方面比等待名单比较者更有效。在干预后和随访评估中,虚拟现实暴露疗法与其他干预措施具有相似的效果。当我们将干预与认知行为疗法相结合时,我们观察到对有症状的社交焦虑的参与者的效果更大。Meta回归分析未发现显著的协变量。
    总的来说,虚拟现实暴露疗法可以为改善焦虑症状提供辅助治疗。需要额外的高质量和大规模的长期随访试验。
    UNASSIGNED: Virtual reality exposure therapy offers a unique opportunity to treat social anxiety disorder. This meta-analysis aims to evaluate the effectiveness of virtual reality exposure therapy compared to waitlist comparators or other interventions for individuals with social anxiety disorder in alleviating anxiety symptoms.
    UNASSIGNED: A three-step comprehensive search for the randomized controlled trials of virtual reality exposure therapy was conducted from inception to 7 December 2023. The overall effect was measured using Hedges\' g and determined using t-statistics at a significance level of p < 0.05. Sensitivity, subgroup, and meta-regression analyses were carried out.
    UNASSIGNED: A total of 17 randomized control trials were retrieved from nine electronic databases. Virtual reality exposure therapy has greater efficacy than waitlist comparators in reducing anxiety symptoms at post-intervention and follow-up assessment. Virtual reality exposure therapy demonstrates a similar effect to other interventions at post-intervention and follow-up assessment. We observed a greater effect for participants with symptomatic social anxiety when we combined the intervention with cognitive behavioral therapy compared to its counterpart. Meta-regression analyses found no significant covariate.
    UNASSIGNED: Overall, virtual reality exposure therapy can provide supplementary therapy for improving anxiety symptoms. Additional high-quality and large-scale trials with long-term follow-up are needed.
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  • 文章类型: Journal Article
    背景:在不同的沉浸式条件下,虚拟现实(VR)已越来越多地用作管理慢性肌肉骨骼疼痛的非药物方法。
    目的:我们旨在评估VR辅助主动训练与常规运动或物理治疗在慢性肌肉骨骼疼痛中的有效性,并分析沉浸式与非沉浸式VR对疼痛结局的影响。
    方法:这项对随机对照试验(RCT)的系统评价搜索了PubMed,Scopus,和WebofScience数据库从成立到2024年6月9日。纳入了接受VR辅助训练的成年人患有慢性肌肉骨骼疼痛的随机对照试验。主要结果是疼痛强度;次要结果包括功能性残疾和运动恐惧症。将现有数据汇总在荟萃分析中。使用Cochrane偏差风险工具版本2对研究进行了分级。
    结果:总计,确定了28项RCT,包括1114名参与者,他们担心偏见的高风险,和25个RCT纳入荟萃分析。在腰痛中,干预后测量的短期结果表明,非沉浸式VR在减轻疼痛方面是有效的(标准化平均差[SMD]-1.79,95%CI-2.72至-0.87;P<.001),改善残疾(SMD-0.44,95%CI-0.72至-0.16;P=0.002),运动恐惧症(SMD-2.94,95%CI-5.20至-0.68;P=0.01)。在6个月时测量的中期结果还表明,非沉浸式VR可有效减轻疼痛(SMD-8.15,95%CI-15.29至-1.01;P=0.03),和运动恐惧症(SMD-4.28,95%CI-8.12至-0.44;P=0.03)与常规主动训练相比。对于颈部疼痛,沉浸式VR可降低疼痛强度(SMD-0.55,95%CI-1.02至-0.08;P=.02),但不会在短期内降低残疾和运动恐惧症.在所有时间点均未检测到膝关节疼痛或其他疼痛区域的统计学意义。此外,2项(8%)研讨存在高风险偏倚。
    结论:非沉浸式和沉浸式VR辅助主动训练均可有效减轻背部和颈部疼痛症状。我们的研究结果表明,VR可有效缓解慢性肌肉骨骼疼痛。
    背景:PROSPEROCRD42022302912;https://www.crd.约克。AC.uk/prospro/display_record.php?RecordID=302912。
    BACKGROUND: Virtual reality (VR) in different immersive conditions has been increasingly used as a nonpharmacological method for managing chronic musculoskeletal pain.
    OBJECTIVE: We aimed to assess the effectiveness of VR-assisted active training versus conventional exercise or physiotherapy in chronic musculoskeletal pain and to analyze the effects of immersive versus nonimmersive VR on pain outcomes.
    METHODS: This systematic review of randomized control trials (RCTs) searched PubMed, Scopus, and Web of Science databases from inception to June 9, 2024. RCTs comparing adults with chronic musculoskeletal pain receiving VR-assisted training were included. The primary outcome was pain intensity; secondary outcomes included functional disability and kinesiophobia. Available data were pooled in a meta-analysis. Studies were graded using the Cochrane Risk-of-Bias Tool version 2.
    RESULTS: In total, 28 RCTs including 1114 participants with some concerns for a high risk of bias were identified, and 25 RCTs were included in the meta-analysis. In low back pain, short-term outcomes measured post intervention showed that nonimmersive VR is effective in reducing pain (standardized mean difference [SMD] -1.79, 95% CI -2.72 to -0.87; P<.001), improving disability (SMD -0.44, 95% CI -0.72 to -0.16; P=.002), and kinesiophobia (SMD -2.94, 95% CI -5.20 to -0.68; P=.01). Intermediate-term outcomes measured at 6 months also showed that nonimmersive VR is effective in reducing pain (SMD -8.15, 95% CI -15.29 to -1.01; P=.03), and kinesiophobia (SMD -4.28, 95% CI -8.12 to -0.44; P=.03) compared to conventional active training. For neck pain, immersive VR reduced pain intensity (SMD -0.55, 95% CI -1.02 to -0.08; P=.02) but not disability and kinesiophobia in the short term. No statistical significances were detected for knee pain or other pain regions at all time points. In addition, 2 (8%) studies had a high risk of bias.
    CONCLUSIONS: Both nonimmersive and immersive VR-assisted active training is effective in reducing back and neck pain symptoms. Our study findings suggest that VR is effective in alleviating chronic musculoskeletal pain.
    BACKGROUND: PROSPERO CRD42022302912; https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=302912.
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  • 文章类型: Journal Article
    高达80%的入院儿童经历疼痛,主要与静脉穿刺有关。
    目的:分析在静脉穿刺过程中使用虚拟现实(VR)耳机是否可以改变疼痛的感觉,焦虑,和恐惧在儿科。
    方法:开放标签,随机临床试验。知识分子的存在,视觉,或听力损伤被认为是排除标准.手术前后进行了两种焦虑和恐惧量表,王贝克最后面对疼痛量表。记录如下:静脉穿刺尝试次数,程序的持续时间,和副作用。
    结果:共纳入78例患者,男性38人,平均年龄9.63岁。在干预组中,平均疼痛值为2.87,与对照组相比,平均差(MD)为-0.85(95%置信区间(CI)-2.02~0.33).焦虑和恐惧程度显著降低,MD为-2.59(95CI:-3.92至-1.26)和-0.85点(95CI:-1.45至-0.24),分别。
    结论:在医院日间护理中在静脉穿刺中使用VR耳机可以降低儿童的焦虑和恐惧水平,并且似乎可以减轻疼痛,无不良影响。静脉穿刺程序具有相同的成功率,并且不会增加其持续时间。
    Up to 80% of children admitted to a hospital experience pain, mainly associated with venipuncture.
    OBJECTIVE: To analyze whether the use of virtual reality (VR) headsets during venipuncture can modify the perception of pain, anxiety, and fear in pediatrics.
    METHODS: Open label, randomized clinical trial. The presence of intellectual, visual, or hearing impairment were considered exclusion criteria. Two anxiety and fear scales were administered before and after the procedure, and the Wong-Baker face pain scale at the end. The following were recorded: number of venipuncture attempts, duration of the procedure, and side effects.
    RESULTS: 78 patients were included, 38 males and a mean age of 9.63 years. In the intervention group, the mean pain value was 2.87, with a mean difference (MD) of -0.85 compared with the control one (95% confidence interval (CI) -2.02 to 0.33). There was a significant reduction in the level of anxiety and fear, with MDs of -2.59 (95%CI: -3.92 to -1.26) and -0.85 points (95%CI: -1.45 to -0.24), respectively.
    CONCLUSIONS: the use of VR headsets in venipuncture in hospital daytime care decreases the level of anxiety and fear in children and seems to reduce pain, without adverse effects. The venipuncture procedure has the same success rate and does not increase its duration.
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  • 文章类型: Journal Article
    背景:沉浸式虚拟现实(IVR)在评估中显示出希望,理解,和饮食失调(ED)的治疗,为临床创新提供动态平台。本范围审查旨在综合IVR在解决这些复杂的心理障碍方面的最新进展和应用。
    方法:本综述遵循系统综述和Meta分析方案的首选报告项目,专注于过去五年发表的研究。它包括使用IVR进行ED评估的同行评审论文,考试,或治疗。全面的数据库搜索提供了相关文章的选择,然后有条不紊地筛选和分析。
    结果:20项研究符合纳入标准,主要关注神经性厌食症(AN),神经性贪食症(BN),暴饮暴食(床)。IVR的应用分为三个方面:评估,理解,和治疗。IVR被发现是评估身体形象扭曲和对食物的情绪反应的有效工具,提供通过传统方法不易获得的见解。此外,IVR通过促进暴露疗法提供创新的治疗方法,修改身体相关的偏见,并通过具体体验实现情绪调节。这些研究表明IVR具有提高身体图像准确性的潜力,减少与食物有关的焦虑,并支持ED患者的行为改变。
    结论:IVR作为ED领域的变革性技术脱颖而出,在诊断中提供全面的好处,治疗性的,和经验领域。IVR模拟大脑预测编码机制的能力提供了一个强大的途径,经验干预措施,可以帮助重新校准与ED有关的扭曲的身体表征和功能失调的情感预测模型。未来的研究应该继续完善这些应用,确保一致的方法和更广泛的临床试验,以充分利用IVR在临床环境中的潜力。
    BACKGROUND: Immersive Virtual Reality (IVR) has shown promise in the assessment, understanding, and treatment of eating disorders (EDs), providing a dynamic platform for clinical innovation. This scoping review aims to synthesize the recent advancements and applications of IVR in addressing these complex psychological disorders.
    METHODS: This review followed the Preferred Reporting Items for Systematic Reviews and Meta-analysis Protocols, focusing on studies published in the past five years. It included peer-reviewed papers that used IVR for ED assessment, examination, or treatment. A comprehensive database search provided a selection of relevant articles, which were then methodically screened and analyzed.
    RESULTS: Twenty studies met the inclusion criteria, with a primary focus on Anorexia Nervosa (AN), Bulimia Nervosa (BN), and Binge Eating Disorder (BED). The application of IVR was categorized into three areas: assessment, understanding, and treatment. IVR was found to be an effective tool in assessing body image distortions and emotional responses to food, providing insights that are less accessible through traditional methods. Furthermore, IVR offers innovative treatment approaches by facilitating exposure therapy, modifying body-related biases, and enabling emotional regulation through embodied experiences. The studies demonstrate IVR\'s potential to improve body image accuracy, reduce food-related anxieties, and support behavioral changes in ED patients.
    CONCLUSIONS: IVR stands out as a transformative technology in the field of EDs, offering comprehensive benefits across diagnostic, therapeutic, and experiential domains. The IVR\'s ability to simulate the brain\'s predictive coding mechanisms provides a powerful avenue for delivering embodied, experiential interventions that can help recalibrate distorted body representations and dysfunctional affective predictive models implicated in EDs. Future research should continue to refine these applications, ensuring consistent methodologies and wider clinical trials to fully harness IVR\'s potential in clinical settings.
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  • 文章类型: Letter
    暂无摘要。
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  • 文章类型: Journal Article
    背景:特定恐惧症影响全球超过4亿人。数字化心理健康可以减轻这种负担。尽管如此,尽管企业驱动的Metaverse正在迅速扩张,在利用虚拟现实暴露疗法的吸收方面需要有更多的动力。目的:本研究旨在概念化,发展,并部署专门用于治疗恐惧症和幽闭恐惧症的免费虚拟现实暴露疗法(VRET)应用程序。这项试点研究,这预示着未来心理健康更容易获得和有效,探讨了利用专家之间的跨学科合作来创建安全的可行性,可访问,和有效的VRET解决方案。方法:我们进行了德尔菲启发式方法,涉及生物伦理学家,神经科学家,和技术开发人员。第二,我们回顾了在VR中解决恐惧症的现有心理学理论和治疗策略。第三,我们概念化了一个主题分析衍生的框架,自适应游戏化自由暴露于虚拟现实恐惧症和幽闭恐惧症(SAFEvRACT)。最后,我们概述了在12个研讨会和76个关于开发实施的每周简报中进行的迭代改进。结果:我们将SAFEvRACT开发为在MentalVerse应用程序平台上自由部署的概念验证应用程序。我们以安全为中心的方法可以从未来随机对照试验的预验证观点中受益。结论:从SAFEvRACT框架得出的应用程序代表了通过提供免费的VRET替代方案来应对当前缺乏iVR心理健康吸收的蓝图。未来的研究应旨在开发类似的免费平台,以减轻心理健康负担并收集定量数据。最后,我们呼吁研究人员采取行动,调整我们目前的方法,并在MentalVeRse中支持免费的数字心理健康。app。
    Background: Specific phobias impact over 400 million people worldwide. Digitalizing mental health could alleviate the burden. Still, although the corporate-driven Metaverse is expanding rapidly, there needs to be more momentum in harnessing virtual reality exposure therapy uptake. Objective: This study aims to conceptualize, develop, and deploy a free Virtual Reality Exposure Therapy (VRET) application specifically designed for treating acrophobia and claustrophobia. This pilot study, which holds the promise of a future where mental health is more accessible and effective, explores the feasibility of leveraging transdisciplinary collaboration among specialists to create a safe, accessible, and effective VRET solution. Methods: We conducted a Delphi heuristic approach involving bioethicists, neuroscientists, and tech developers. Second, we reviewed the existing psychological theories and therapeutic strategies for addressing phobias in VR. Third, we conceptualized a thematic analysis-derived framework for a safe, adaptive-gamified free exposure to virtual reality acrophobia and claustrophobia (SAFEvR ACT). Finally, we provide an overview of the iterative improvements made during 12 workshops and 76 weekly briefings on developmental implementations. Results: We developed the SAFEvR ACT into a proof-of-concept application freely deployed on the MentalVerse app platform. Our safety-focused approach can benefit from prevalidation perspectives within future randomized control trials. Conclusions: The resulting application derived from the SAFEvR ACT framework represents a blueprint to counter the current lack of iVR mental health uptake by offering a free VRET alternative. Future research should aim towards developing similar free platforms to lessen mental health burdens and gather quantitative data. We conclude with a call to action to researchers to fine-tune our current approach and take a stand for free digital mental health within MentalVeRse.app.
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