Freeman Daniel, Yu Ly-Mee, Kabir Thomas, Martin Jen, Craven Michael, Leal José, Lambe Sinéad, Brown Susan, Morrison Anthony, Chapman Kate, Dudley Robert, O'Regan Eileen, Rovira Aitor, Goodsell Andrew, Rosebrock Laina, Bergin Aislinn, Cryer Tillie L, Robotham Dan, Andleeb Humma, Geddes John R, Hollis Chris, Clark David M, Waite Felicity
Department of Psychiatry, University of Oxford, Oxford, UK
Oxford Health NHS Foundation Trust, Oxford, UK.
BMJ Open. 2019 Aug 27;9(8):e031606. doi: 10.1136/bmjopen-2019-031606.
Many patients with psychosis experience everyday social situations as anxiety-provoking. The fears can arise, for example, from paranoia, hallucinations, social anxiety or negative-self beliefs. The fears lead patients to withdraw from activities, and this isolation leads to a cycle of worsening physical and mental health. Breaking this cycle requires highly active treatment directly in the troubling situations so that patients learn that they can safely and confidently enter them. However patients with psychosis seldom receive such life-changing interventions. To solve this problem we have developed an automated psychological treatment delivered in virtual reality (VR). It allows patients to experience computer simulations of the situations that they find anxiety-provoking. A virtual coach guides patients, using cognitive techniques, in how to overcome their fears. Patients are willing to enter VR simulations of anxiety-provoking situations because they know the simulations are not real, but the learning made transfers to the real world.
432 patients with psychosis and anxious avoidance of social situations will be recruited from National Health Service (NHS) secondary care services. In the gameChange trial, they will be randomised (1:1) to the six-session VR cognitive treatment added to treatment as usual or treatment as usual alone. Assessments will be conducted at 0, 6 (post-treatment) and 26 weeks by a researcher blind to allocation. The primary outcome is avoidance and distress in real-life situations, using a behavioural assessment task, at 6 weeks. The secondary outcomes are psychiatric symptoms, activity levels and quality of life. All main analyses will be intention-to-treat. Moderation and mediation will be tested. An economic evaluation will be conducted.
The trial has received ethical approval from the NHS South Central - Oxford B Research Ethics Committee (19/SC/0075). A key output will be a high-quality automated VR treatment for patients to overcome anxious avoidance of social situations.
ISRCTN17308399.
许多精神病患者会将日常社交情境视为引发焦虑的因素。这些恐惧可能源于偏执、幻觉、社交焦虑或消极的自我认知等。恐惧导致患者回避活动,而这种孤立又会导致身心健康状况恶化的恶性循环。打破这个循环需要在困扰情境中直接进行高度积极的治疗,以便患者了解他们能够安全且自信地融入这些情境。然而,精神病患者很少能得到这种改变生活的干预措施。为了解决这个问题,我们开发了一种在虚拟现实(VR)中提供的自动化心理治疗方法。它使患者能够体验他们认为会引发焦虑的情境的计算机模拟。一位虚拟教练会运用认知技巧指导患者如何克服恐惧。患者愿意进入引发焦虑情境的VR模拟,因为他们知道模拟并非真实,但所学到的东西会迁移到现实世界中。
将从英国国家医疗服务体系(NHS)二级护理服务机构招募432名患有精神病且因焦虑而回避社交情境的患者。在“游戏改变”试验中,他们将被随机(1:1)分为两组,一组接受在常规治疗基础上加六节VR认知治疗,另一组仅接受常规治疗。由对分组情况不知情的研究人员在0、6周(治疗后)和26周进行评估。主要结局是在6周时通过行为评估任务来衡量的现实生活情境中的回避和痛苦程度。次要结局包括精神症状、活动水平和生活质量。所有主要分析都将采用意向性分析。将检验调节和中介作用。还将进行经济评估。
该试验已获得NHS中南 - 牛津B研究伦理委员会的伦理批准(19/SC/0075)。一项关键成果将是为患者提供一种高质量的自动化VR治疗,以克服因焦虑而回避社交情境的问题。
ISRCTN17308399。