Walshe David G, Lewis Elizabeth J, Kim Sun I, O'Sullivan Kathleen, Wiederhold Brenda K
Department of Psychiatry, University College Cork, St. Stephens Hospital, Cork, Ireland.
Cyberpsychol Behav. 2003 Jun;6(3):329-34. doi: 10.1089/109493103322011641.
Specific phobia, situational type-driving, induced by accident (accident phobia) occurs in 18-38% of those involved in a vehicular accident of sufficient severity to warrant referral to the emergency departments of a general hospital. The objective is to investigate, in an open study, the effectiveness of the combined use of computer generated environments involving driving games (game reality [GR]) and a virtual reality (VR) driving environment in exposure therapy for the treatment of driving phobia following a motor vehicle accident (MVA) program. Fourteen subjects who met DSM-IV criteria for Simple Phobia/Accident Phobia and were referred from the emergency department of a general hospital were exposed to a Virtual Driving Environment (Hanyang University Driving Phobia Environment) and computer driving games (London Racer/Midtown Madness/Rally Championship). Patients who experienced "immersion" (i.e., a sense of presence with heightened anxiety) in one of the driving simulations (defined as an increase in SUD ratings of 3 and/or an increase of heart rate > 15 BPM in a 1-h trial session of computer simulation driving) were exposed to a cognitive behavioral program of up to 12 1-h sessions involving graded driving simulation tasks with self-monitoring, physiological feedback, diaphragmatic breathing and cognitive reappraisal. Subjects were assessed at the beginning and end of therapy with measurements of: physiological responsivity (heart rate), subjective ratings of distress (SUD), rating scales for severity of fear of driving (FDI), Posttraumatic Stress Disorder (CAPS) and depression (HAM-D) and achievement of target behaviors. Of all patients 7/14 (50%) became immersed in the driving environments. This immersed group (n = 7) completed the exposure program. Pre- and post-treatment comparisons showed significant post treatment reductions on all measures SUDS (p = 0.008), FDI (p = 0.008), CAPS (p = 0.008), HR (p = 0.008), CAPS (p = 0.008), HAM-D (p = 0.031). Further analysis of the FDI showed significant reductions in all three subscales: travel distress (p = 0.008), travel avoidance (p = 0.008), and maladaptive driving strategies (p = 0.016). The findings of this study suggest that VR and GR may have a useful role in the treatment of driving phobia post-accident even when co-morbid conditions such as post-traumatic stress disorder and depression are present.
特定恐惧症,情境型——驾驶,由事故诱发(事故恐惧症),在那些遭遇严重程度足以使其被转诊至综合医院急诊科的车辆事故的人群中,发生率为18%至38%。本研究的目的是在一项开放性研究中,调查将涉及驾驶游戏的计算机生成环境(游戏现实[GR])与虚拟现实(VR)驾驶环境联合用于暴露疗法,以治疗机动车事故(MVA)后驾驶恐惧症的有效性。14名符合DSM-IV标准的单纯恐惧症/事故恐惧症患者,由一家综合医院的急诊科转诊而来,他们被暴露于虚拟驾驶环境(汉阳大学驾驶恐惧症环境)和计算机驾驶游戏(《伦敦赛车》/《疯狂都市》/《拉力锦标赛》)中。在其中一种驾驶模拟中经历“沉浸感”(即伴有焦虑加剧的临场感,定义为在计算机模拟驾驶的1小时试验环节中,主观不适感评分[SUD]增加3分及以上和/或心率增加>15次/分钟)的患者,接受了一个认知行为项目,该项目包括多达12次1小时的课程,涉及分级驾驶模拟任务以及自我监测、生理反馈、膈式呼吸和认知重新评估。在治疗开始和结束时,对受试者进行了以下测量评估:生理反应性(心率)、主观痛苦评分(SUD)、驾驶恐惧严重程度量表(FDI)、创伤后应激障碍(CAPS)和抑郁(HAM-D)以及目标行为的达成情况。在所有患者中,7/14(50%)在驾驶环境中产生了沉浸感。这一沉浸组(n = 7)完成了暴露项目。治疗前后的比较显示,所有测量指标在治疗后均有显著降低:主观不适感评分(p = 0.008)、驾驶恐惧严重程度量表(p = 0.008)、创伤后应激障碍量表(p = 0.008)、心率(p = 0.008)、创伤后应激障碍量表(p = 0.008)、抑郁量表(p = 0.031)。对驾驶恐惧严重程度量表的进一步分析表明,其所有三个子量表均有显著降低:出行困扰(p = 0.008)、出行回避(p = 0.008)和适应不良驾驶策略(p = 0.016)。本研究结果表明,即使存在创伤后应激障碍和抑郁等共病情况,VR和GR在事故后驾驶恐惧症的治疗中可能也具有有益作用。