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改变游戏:一项关于用于预防赌博障碍患者复发的虚拟“严肃游戏”的研究方案。

Alter Game: A Study Protocol on a Virtual "Serious Game" for Relapse Prevention in Patients With Gambling Disorder.

作者信息

Giordano Rosaria, Donati Maria Anna, Zamboni Lorenzo, Fusina Francesca, Primi Caterina, Lugoboni Fabio

机构信息

Department of Internal Medicine, Unit of Addiction Medicine, G.B. Rossi Hospital, Verona, Italy.

Department of Neuroscience, Biomedicine and Movement, University of Verona, Verona, Italy.

出版信息

Front Psychiatry. 2022 Apr 1;13:854088. doi: 10.3389/fpsyt.2022.854088. eCollection 2022.

Abstract

Cognitive behavioral therapy (CBT) is the most successful protocol in gambling disorder (GD) treatment. However, it presents some weaknesses, especially concerning relapse prevention (RP). RP is one of the most important therapeutic steps, aiming at managing cravings and to avoid future relapse increasing perceived self-efficacy. Encouraging results come from the blending of psychotherapy and virtual reality (VR), containing gambling cues. The goal of (approved by the Ethical Commission, Prot. No. 69346) is verifying the efficacy of an innovative psychological treatment for GD based on the integration of traditional CBT therapy and an immersive VR cue exposure therapy using a serious virtual game, which is a game designed for purposes other than entertainment. RP in virtual cue-exposure therapy allows pathological gamblers to manage the urge to gamble and to avoid relapse by becoming aware of which internal and external triggers are related to craving. We hypothesize that the integrated intervention will be more effective than simple CBT with regard to self-efficacy, craving, and gambling-related distortions. Four virtual ecological environments were developed, and a virtual app, Exludo, interfaced with a computerized multiparametric acquisition system for biofeedback, was created. A sample of about 60 patients aged between 18 and 65 with GD referring to the Addiction Medicine Unit of Verona (Rossi Hospital) will be recruited. Patients will be randomly assigned to the CBT group (16 CBT sessions) or the CBT + VR group (8 CBT sessions + 8 VR cue-exposure therapy sessions). The MCMI-III, the BIS-11, and the SOGS will be used to evaluate inclusion and exclusion criteria, while the and the will be used to verify changes as a function of the treatment. Craving will be evaluated through VAS, and psychophysiological variables will be assessed through biofeedback. A pre-test/post-test experimental design with a 1-month follow-up will be conducted. This study will examine an innovative psychotherapeutic protocol for GD treatment, and it will help in identifying new virtual tools to increase the efficacy of traditional therapeutic approaches that could also be applied to treat other addictions.

摘要

认知行为疗法(CBT)是治疗赌博障碍(GD)最成功的方案。然而,它也存在一些弱点,尤其是在预防复发(RP)方面。RP是最重要的治疗步骤之一,旨在控制渴望并避免未来复发,提高自我效能感。将心理治疗与包含赌博线索的虚拟现实(VR)相结合取得了令人鼓舞的成果。(经伦理委员会批准,编号69346)的目标是验证一种基于传统CBT疗法与使用严肃虚拟游戏的沉浸式VR线索暴露疗法相结合的创新心理治疗对GD的疗效,严肃虚拟游戏是一种为非娱乐目的设计的游戏。虚拟线索暴露疗法中的RP使病态赌徒能够通过意识到哪些内部和外部触发因素与渴望相关来控制赌博冲动并避免复发。我们假设综合干预在自我效能感、渴望和与赌博相关的认知偏差方面比单纯的CBT更有效。开发了四个虚拟生态环境,并创建了一个与用于生物反馈的计算机化多参数采集系统接口的虚拟应用程序Exludo。将招募约60名年龄在18至65岁之间、患有GD且转诊至维罗纳(罗西医院)成瘾医学科的患者。患者将被随机分配到CBT组(16次CBT疗程)或CBT + VR组(8次CBT疗程 + 8次VR线索暴露治疗疗程)。MCMI-III、BIS-11和SOGS将用于评估纳入和排除标准,而[此处原文缺失具体量表名称]和[此处原文缺失具体量表名称]将用于验证治疗后的变化。渴望将通过视觉模拟评分法(VAS)进行评估,心理生理变量将通过生物反馈进行评估。将进行为期1个月随访的前后测实验设计。本研究将检验一种用于GD治疗的创新心理治疗方案,并有助于识别新的虚拟工具,以提高传统治疗方法的疗效,这些方法也可应用于治疗其他成瘾问题。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3420/9010883/59cb0422bae6/fpsyt-13-854088-g0001.jpg

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