Bouchard Stéphane, Robillard Geneviève, Giroux Isabelle, Jacques Christian, Loranger Claudie, St-Pierre Manon, Chrétien Maxime, Goulet Annie
Université du Québec en Outaouais, Gatineau, QC, Canada; Centre Intégré de Santé et de Services Sociaux de l'Outaouais, Gatineau, QC, Canada.
Université du Québec en Outaouais , Gatineau, QC , Canada.
Front Psychiatry. 2017 Feb 24;8:27. doi: 10.3389/fpsyt.2017.00027. eCollection 2017.
Virtual reality (VR) can be used in the treatment of gambling disorder to provide emotionally charged contexts (e.g., induce cravings) where patients can practice cognitive behavior therapy (CBT) techniques in the safety of the therapist's office. This raises practical questions, such as whether the cravings are sufficient to be clinically useful but also manageable enough to remain clinically safe. Pilot data are also needed to test the development of a treatment manual and prepare large randomized control trials. This paper reports on three studies describing (a) cravings induced in VR compared to real gambling and a control game of skill with no money involved ( = 28 frequent gamblers and 36 infrequent gamblers); (b) the usefulness of a treatment protocol with only two CBT sessions using VR ( = 34 pathological gamblers); and (c) the safety of a four-session treatment program of CBT in VR ( = 25 pathological gamblers). Study 1 reveals that immersions in VR can elicit desire and a positive anticipation to gamble in frequent gamblers that are (a) significantly stronger than for infrequent gamblers and for playing a control game of skill and (b) as strong as for gambling on a real video lottery terminal. Study 2 documents the feasibility of integrating VR in CBT, its usefulness in identifying more high-risk situations and dysfunctional thoughts, how inducing cravings during relapse prevention exercises significantly relates to treatment outcome, and the safety of the procedure in terms of cybersickness. Results from Study 3 confirm that, compared to inducing urges to gamble in imagination, using VR does not lead to urges that are stronger, last longer, or feel more out of control. Outcome data and effect sizes are reported for both randomized control pilot trials conducted in inpatient settings. Suggestions for future research are provided, including on increasing the number of VR sessions in the treatment program.
虚拟现实(VR)可用于治疗赌博障碍,以提供充满情感的情境(例如,诱发渴望),使患者能够在治疗师办公室的安全环境中练习认知行为疗法(CBT)技术。这引发了一些实际问题,比如这些渴望是否足以在临床上发挥作用,同时又能得到有效控制以确保临床安全性。还需要试点数据来测试治疗手册的开发,并为大规模随机对照试验做准备。本文报告了三项研究,描述了(a)与真实赌博以及不涉及金钱的对照技能游戏相比,VR中诱发的渴望(n = 28名频繁赌博者和36名不频繁赌博者);(b)仅使用VR进行两节CBT课程的治疗方案的有效性(n = 34名病态赌博者);以及(c)VR中四节CBT治疗方案的安全性(n = 25名病态赌博者)。研究1表明,沉浸在VR中会引发频繁赌博者的赌博欲望和积极预期,(a)这种欲望和预期明显强于不频繁赌博者以及玩对照技能游戏时的情况,(b)与在真实视频彩票终端上赌博时的欲望和预期强度相当。研究2记录了将VR整合到CBT中的可行性、其在识别更多高风险情况和功能失调思维方面的有用性、在预防复发练习中诱发渴望与治疗结果的显著相关性,以及该程序在网络晕动症方面的安全性。研究3的结果证实,与在想象中诱发赌博冲动相比,使用VR不会导致更强烈、持续时间更长或感觉更失控的冲动。文中报告了在住院环境中进行的两项随机对照试点试验的结果数据和效应量。还提供了对未来研究的建议,包括增加治疗方案中VR课程的数量。