Brun G, Verdoux H, Couhet G, Quiles C
Pôle universitaire de psychiatrie adulte, centre hospitalier Charles-Perrens, 33000 Bordeaux, France; Centre de réhabilitation psychosociale de la Tour-de-Gassies, 33000 Bordeaux, France.
Pôle universitaire de psychiatrie adulte, centre hospitalier Charles-Perrens, 33000 Bordeaux, France; Centre référent de réhabilitation psychosociale Nouvelle Aquitaine Sud, 33000 Bordeaux, France; Université de Bordeaux, 33000 Bordeaux, France; Inserm U1219, 33000 Bordeaux, France.
Encephale. 2018 Sep;44(4):363-371. doi: 10.1016/j.encep.2017.12.009. Epub 2018 Mar 1.
Video games and virtual reality have recently become used by clinicians for training or information media or as therapeutic tools. The purpose is to review the use of these technologies for therapy destined for schizophrenia patients.
We conducted a review in October 2016 using Pubmed, Scopus and PsychInfo using the following Medical Subject Headings (MESH): "video games", "virtual reality" and "therapy, computer-assisted/methods", each associated with "schizophrenia". Papers were included in the review if: (a) they were published in an English, Spanish or French-language peer-reviewed journal, (b) the study enrolled patients with schizophrenia or schizo-affective disorder, (c) the patients used a therapeutic video game or therapeutic virtual reality device.
Eighteen publications were included. The devices studied are mainly therapeutic software developed specifically for therapeutic care. They can be classified according to their therapeutic objectives. These targets corresponded to objectives of psychosocial rehabilitation: improvement of residual symptomatology, cognitive remediation, remediation of cognition and social skills, improvement of everyday life activities, support for occupational integration. Very different devices were proposed. Some researchers analysed programs developed specifically for patients with schizophrenia, while others were interested in the impact of commercial games. Most of the studies were recent, preliminary and European. The impact of these devices was globally positive, particularly concerning cognitive functions.
Computer-assisted therapy, video games and virtual reality cannot replace usual care but could be used as adjunctive therapy. However, recommending their use seems premature because of the recent and preliminary character of most studies. Moreover, a link is still lacking between this field of research in psychiatry and other fields of research, particularly game studies. Finally, it might be interesting to analyse more precisely the neuropsychological impact of existing commercial games which could potentially be useful for psychosocial rehabilitation.
电子游戏和虚拟现实技术最近已被临床医生用于培训、信息传播或作为治疗工具。目的是回顾这些技术在精神分裂症患者治疗中的应用。
我们于2016年10月使用PubMed、Scopus和PsychInfo进行了一项综述,使用了以下医学主题词(MESH):“电子游戏”、“虚拟现实”和“计算机辅助治疗/方法”,每个词都与“精神分裂症”相关。如果符合以下条件,论文将被纳入综述:(a)发表在英文、西班牙文或法文同行评审期刊上;(b)研究纳入了精神分裂症或分裂情感性障碍患者;(c)患者使用了治疗性电子游戏或治疗性虚拟现实设备。
纳入了18篇出版物。所研究的设备主要是专门为治疗护理开发的治疗软件。它们可以根据治疗目标进行分类。这些目标与心理社会康复目标相对应:改善残留症状、认知矫正、认知和社交技能矫正、改善日常生活活动、支持职业融入。提出了非常不同的设备。一些研究人员分析了专门为精神分裂症患者开发的程序,而另一些人则关注商业游戏的影响。大多数研究是近期的、初步的且来自欧洲。这些设备的影响总体上是积极的,特别是在认知功能方面。
计算机辅助治疗、电子游戏和虚拟现实不能取代常规护理,但可作为辅助治疗。然而,由于大多数研究是近期的且初步的,推荐使用它们似乎为时过早。此外,精神病学这一研究领域与其他研究领域,特别是游戏研究之间仍缺乏联系。最后,更精确地分析现有商业游戏的神经心理学影响可能会很有趣,这些游戏可能对心理社会康复有用。