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Türk A, Dönmez A. Effects of a Virtual Reality-Based Nursing Intervention Using the Roy Adaptation Model on Social Anxiety in Young Adults. J Psychosoc Nurs Ment Health Serv 2025:1-10. [PMID: 40258215 DOI: 10.3928/02793695-20250401-01] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 04/23/2025]
Abstract
PURPOSE To determine the effects of an innovative nursing practice approach based on the Roy Adaptation Model (RAM) integrated with virtual reality (VR) on social anxiety levels among young adults. METHOD A single-blind, randomized controlled trial was conducted with 55 young adults aged 18 to 25 years. The intervention, based on the RAM, comprised six sessions focusing on psychoeducation, relaxation, and cognitive restructuring. VR was integrated into four of the sessions, aiming to simulate social situations and provide real-time feedback. Data were collected using the Liebowitz Social Anxiety Scale (LSAS), Life Satisfaction Scale (LSS), and an individual introduction form, with pretest, posttest, and follow-up measurements. RESULTS LSAS scores indicated that the intervention had a significant positive impact on the experimental group regarding anxiety (F = 24.005, p < 0.001) and avoidance (F = 44.915, p < 0.001), as well as total scale scores. However, LSS scores revealed no significant differences between experimental and control groups (F = 0.429, p = 0.654). CONCLUSION Nursing interventions based on the VR-integrated RAM significantly reduced social anxiety among young adults. VR should be incorporated into nursing interventions to provide innovative, cost-effective therapy for patients, especially those with anxiety disorders. In addition, VR-focused training programs for nurses and inclusion of VR in nursing curricula could enhance nurses' skills in modern therapeutic approaches from the undergraduate level. [Journal of Psychosocial Nursing and Mental Health Services, xx(xx), xx-xx.].
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Boyle D, Morrin N, Scargill J, Mulvey F, Heavin C, Flanagan E, McMahon B, O'Connell H. Co-designing a virtual reality exposure therapy with students experiencing school anxiety: a proof-of-concept study. Ir J Psychol Med 2024:1-9. [PMID: 39291405 DOI: 10.1017/ipm.2024.22] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 09/19/2024]
Abstract
BACKGROUND AND OBJECTIVES Anxiety related school avoidance can affect up to 5% of a country's students each year. VRET (Virtual Reality Exposure Therapy) is a novel therapy proven to be as effective as conventional approaches for treating many anxiety disorders. The aim of this research is to co-design and evaluate a VRET intervention for students experiencing school related anxiety. METHOD Eighteen adolescents participated in design thinking workshops where they developed a script and storyboard for the VRET. Using an iterative approach, a VRET prototype was developed based on this work. Eighteen teenagers were subsequently recruited to engage with the VRET for one session each and provide feedback on their experience via a structured questionnaire (supervised by a study coordinator) particularly focusing on the ability of the VR experience to reduce school related anxiety. RESULTS Exposure therapy needs to produce an anxiety response to be effective. The VRET was effective in producing an anxiety response in 89% of participants. Results demonstrated that 93% of participants found the simulations immersive, 94% found the scenarios believable, and 83% could relate to 'Dala', the avatar in the videos. 100% of participants believed that VRET would help with school anxiety. CONCLUSION This proof-of-concept study demonstrates favourable face validity indicating promise for this mode of intervention for delivering targeted support to anxious students. VRET could be used as a scalable, cost effective early intervention to reduce the severity of anxiety associated with school avoidance.
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Affiliation(s)
- D Boyle
- Kerry Rehabilitation and Recovery Mental Health Team, Killarney, Co. Kerry. Ireland
| | - N Morrin
- Galway, CAMHS, HSE West, Merlin Park Regional Hospital, Galway, Ireland
| | - J Scargill
- Healthcare & Government Advisory Team, PwC 1 North Wall Quay, North Dock, Dublin, Ireland
| | - F Mulvey
- Roscommon, CAMHS,, Castlecourt House, Co Roscommon, Ireland
| | - C Heavin
- Business Information Systems, Cork University Business School, University College Cork, Cork, Ireland
| | - E Flanagan
- Research MUH/HRB CRF UCC, University College Cork/ Mercy University Hospital, Cork, Ireland
| | - B McMahon
- School of Medicine, Children's Health Ireland, Herberton, Rialto, Ireland
| | - H O'Connell
- University of Limerick, Laois-Offaly Mental Health Services, St. Fintan's Hospital, Portlaoise, Co. Laois. Ireland
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Antonovics E, Boitsios G, Saliba T. Use of virtual reality in children in a broad range of medical settings: a systematic narrative review of recent meta-analyses. Clin Exp Pediatr 2024; 67:274-282. [PMID: 38772412 DOI: 10.3345/cep.2023.00388] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/23/2023] [Accepted: 08/01/2023] [Indexed: 05/23/2024] Open
Abstract
Virtual reality (VR) is an emerging method that can be used in many scenarios involving children. VR has been increasingly studied as it has become cheaper, more widely available, and of better quality. In this review of current meta-analyses on the use of VR in children in the medical setting, we examined its role in 5 broad settings where it is used to alleviate pain and anxiety as well as in therapeutic scenarios. The study scope was purposefully broad to highlight a wide range of cases. We searched the ScienceDirect, SpringerLink, Cochrane Library, PubMed, and PMC databases for meta-analyses using VR in pediatric populations in medical settings. The National Institutes of Health quality assessment tool and Quality of Reporting of Meta-analyses statement checklist were used to verify study quality. Six hundred fifty-three articles were retrieved; after the application of the inclusion and exclusion criteria, 11 remained. These meta-analyses included cerebral palsy (4 meta-analyses), attention deficit/hyperactivity disorder (2 meta-analyses), burn care (1 meta-analysis), preoperative anxiety (2 meta-analyses), and needle-involving procedures (2 meta-analyses). The meta-analyses showed broadly positive results, with VR being useful in the areas in which it was applied. This study had several limitations. The meta-analyses consistently highlighted a high level of heterogeneity, making it challenging to draw clear conclusions. Most meta-analyses across all fields yielded encouraging results. However, further studies are required to confirm these findings. Guidelines must be established for future experiments to provide a standard and uniform procedure for reducing the heterogeneity of experimental methods.
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Affiliation(s)
- Emily Antonovics
- Hôpital Universitaire des Enfants Reine Fabiola, Brussels, Belgium
| | | | - Thomas Saliba
- Hôpital Universitaire des Enfants Reine Fabiola, Brussels, Belgium
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Dell'Osso L, Amatori G, Muti D, Giovannoni F, Parri F, Violi M, Cremone IM, Carpita B. Autism Spectrum, Hikikomori Syndrome and Internet Gaming Disorder: Is There a Link? Brain Sci 2023; 13:1116. [PMID: 37509046 PMCID: PMC10377367 DOI: 10.3390/brainsci13071116] [Citation(s) in RCA: 7] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/01/2023] [Revised: 07/18/2023] [Accepted: 07/22/2023] [Indexed: 07/30/2023] Open
Abstract
The aim of this study is to review the available literature investigating the relationship between hikikomori, a pathological condition characterized by severe social withdrawal or isolation, autism spectrum disorder (ASD) and Internet gaming disorder (IGD). Studies on the relationship between ASD and IGD have found significant positive correlations between these two conditions. Individuals with ASD would appear to be at risk of developing a problematic use of the Internet, which, to the right extent, would represent a useful tool for social interaction and cognitive development. Even subjects with hikikomori, in whom rarefied interpersonal relationships and social isolation could be balanced by the use of online connections, appear to be at high risk of developing IGD. On the other hand, the finding of significant autistic traits in populations with hikikomori could lead to considering this psychopathological condition as a particular presentation of autism spectrum, a hypothesis that requires further investigation.
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Affiliation(s)
- Liliana Dell'Osso
- Department of Clinical and Experimental Medicine, University of Pisa, 56126 Pisa, Italy
| | - Giulia Amatori
- Department of Clinical and Experimental Medicine, University of Pisa, 56126 Pisa, Italy
| | - Dario Muti
- Department of Clinical and Experimental Medicine, University of Pisa, 56126 Pisa, Italy
| | - Federico Giovannoni
- Department of Clinical and Experimental Medicine, University of Pisa, 56126 Pisa, Italy
| | - Francesca Parri
- Department of Clinical and Experimental Medicine, University of Pisa, 56126 Pisa, Italy
| | - Miriam Violi
- Department of Clinical and Experimental Medicine, University of Pisa, 56126 Pisa, Italy
| | - Ivan Mirko Cremone
- Department of Clinical and Experimental Medicine, University of Pisa, 56126 Pisa, Italy
| | - Barbara Carpita
- Department of Clinical and Experimental Medicine, University of Pisa, 56126 Pisa, Italy
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Björling EA, Sonney J, Rodriguez S, Carr N, Zade H, Moon SH. Exploring the Effect of a Nature-based Virtual Reality Environment on Stress in Adolescents. FRONTIERS IN VIRTUAL REALITY 2022; 3:831026. [PMID: 38846011 PMCID: PMC11156422 DOI: 10.3389/frvir.2022.831026] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Indexed: 06/09/2024]
Abstract
Adolescent mental health is a growing public health issue, with 30% of teens reporting increased stress and 20% of adolescents suffering from depression. Given the scarcity and lack of scalability of mental health services available, the use of self-administered, evidence-based technologies to support adolescent mental health is both timely and imperative. We conducted a mixed-methods pilot study with 31 adolescents ages 14-19 (m = 17.97) to explore the self-administration of a nature-based virtual reality tool. Participant use of the VR environment ranged from 1 to 10 sessions (m = 6.6) at home over a 2-week period while reporting their daily stress and mood levels. All participants completed all of the study protocols, indicating our protocol was feasible and the VR environment engaging. Post-study interviews indicated that most participants found the VR tool to be relaxing and helpful with stress. The themes of Calm Down, Relaxation, and Escape emerged to articulate the participants' experiences using the VR environment. Additionally, participants provided rich data regarding their preferences and activity in the VR environment as well as its effect on their emotional states. Although the sample size was insufficient to determine the impact on depression, we found a significant reduction in momentary stress as a result of using the VR tool. These preliminary data inform our own virtual reality environment design, but also provide evidence of the potential for self-administered virtual reality as a promising tool to support adolescent mental health.
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Affiliation(s)
- Elin A. Björling
- Human Centered Design and Engineering, University of Washington, Seattle, WA, United States
| | - Jennifer Sonney
- Department of Child, Family, and Population Health Nursing, University of Washington, Seattle, WA, United States
| | - Sofia Rodriguez
- Human Centered Design and Engineering, University of Washington, Seattle, WA, United States
| | - Nora Carr
- Human Centered Design and Engineering, University of Washington, Seattle, WA, United States
| | - Himanshu Zade
- Human Centered Design and Engineering, University of Washington, Seattle, WA, United States
| | - Soo Hyun Moon
- Human Centered Design and Engineering, University of Washington, Seattle, WA, United States
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Nivière P, Da Fonseca D, Deruelle C, Bat-Pitault F. [Use of virtual reality in eating disorders]. Encephale 2021; 47:263-269. [PMID: 33814164 DOI: 10.1016/j.encep.2020.11.003] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/25/2020] [Revised: 11/07/2020] [Accepted: 11/17/2020] [Indexed: 10/21/2022]
Abstract
Virtual reality is a new technology that can be used to model an environment with which an individual can interact using all five senses. It is notably used in psychiatry for anxiety disorders and addictions, and its use in eating disorders has been growing in recent years. Indeed, virtual reality offers interesting advantages, such as its ability to personalize any environment, which is also more secure and controllable. Recent studies show promising results in the understanding, evaluation, and therapeutic management of eating disorders. The use of avatars in anorexia nervosa allows for a correct assessment of the perceptual (body image distortion) and cognitive-affective (body dissatisfaction) components of the body image disorder in a similar way to conventional methods, but also for a better understanding of them. Moreover, avatars allow the development of innovative therapeutic protocols and are thus used in the context of exposure therapy. The new body swapping protocol, based on a multisensory illusion, offers particularly promising results in the reduction of body image disorder. For bulimia nervosa and binge eating disorder, virtual reality has made it possible to better characterize the triggering mechanisms of binge eating episodes through studies that have observed different responses to food-related environments and stimuli. At the therapeutic level, virtual reality cue exposure therapy has the most empirical support. Its aim is to reduce or eliminate the anxiety and craving felt by a patient in response to exposure to food or other food-related cues by preventing the patient from consuming food, and results show clear reductions in anxiety, craving and binge eating episodes. While all these results seem to indicate a bright future for virtual reality in eating disorders, further studies are needed to validate the positive impact of its use, but also its limitations. Notably, cyber sickness could alter the smooth running of virtual reality therapy sessions by causing nausea and disorientation. Moreover, it is important to verify that a therapeutic protocol does not lose its effectiveness when it is transposed into virtual reality. However, virtual reality seems to be a therapeutic tool that is better accepted by patients, and even better by adolescents, which is very interesting for eating disorders since adolescents are the most affected. Virtual reality could therefore help motivate patients to pursue treatment and reduce the dropout rate while offering good therapeutic results. Thus, studies conducted in recent years have shown that virtual reality is a promising tool in the understanding, assessment and treatment of eating disorders, and future research should confirm this, particularly in the adolescent population.
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Affiliation(s)
- P Nivière
- Institut de Neurosciences de la Timone, CNRS, Aix-Marseille Université, 27 boulevard Jean Moulin, 13005 Marseille, France.
| | - D Da Fonseca
- Institut de Neurosciences de la Timone, CNRS, Aix-Marseille Université, 27 boulevard Jean Moulin, 13005 Marseille, France; Service de Pédopsychiatrie, Hôpital Salvator, Assistance Publique Hôpitaux de Marseille, Aix-Marseille Université, Marseille, France
| | - C Deruelle
- Institut de Neurosciences de la Timone, CNRS, Aix-Marseille Université, 27 boulevard Jean Moulin, 13005 Marseille, France
| | - F Bat-Pitault
- Institut de Neurosciences de la Timone, CNRS, Aix-Marseille Université, 27 boulevard Jean Moulin, 13005 Marseille, France; Service de Pédopsychiatrie, Hôpital Salvator, Assistance Publique Hôpitaux de Marseille, Aix-Marseille Université, Marseille, France
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7
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De Pasquale C, Chiappedi M, Sciacca F, Martinelli V, Hichy Z. Online Videogames Use and Anxiety in Children during the COVID-19 Pandemic. CHILDREN-BASEL 2021; 8:children8030205. [PMID: 33800320 PMCID: PMC8001544 DOI: 10.3390/children8030205] [Citation(s) in RCA: 18] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 02/02/2021] [Revised: 02/24/2021] [Accepted: 03/06/2021] [Indexed: 12/23/2022]
Abstract
Videogames use has constantly increased among children and adolescents, with uncertain consequences on their health. This study aimed to assess the prevalence of videogames use and addiction in a sample of Italian children during the COVID-19 pandemic and their association with anxiety symptoms. One hundred and sixty-two children (M/F:78/84; age range: 8–10 years; average age 9.4 ± 0.7 years) completed the Videogame Addiction Scale for Children (VASC), the Test of Anxiety and Depression (TAD) and the Children’s Anxiety Meter—State (CAM-S). Demographic variables and data on the access to electronic tools and games preferences were also collected. Overall, 96.3% of the study participants stated to have access to one or more device. They reported a low risk of videogame addiction (VASC score (mean ± SD): 46.7 ± 15.4), a moderate level of trait anxiety (TAD score (mean ± SD): 135 ± 16.8) and a low state anxiety (CAM-S score (mean ± SD): 2.2 ± 2.1). Males reported to spend more time on videogames, to perceive higher self-control and to be more influenced by reinforcement mechanisms; females described higher levels of trait anxiety. In the regression analysis, state anxiety was a predictor of videogame use and addiction (p = 0.01). Further research is needed to confirm these data and to maximize the developmentally positive effects of videogames and preventing the negative consequences.
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Affiliation(s)
- Concetta De Pasquale
- Department of Education Science, University of Catania, 90124 Catania, Italy; (C.D.P.); (F.S.); (Z.H.)
| | - Matteo Chiappedi
- Developmental Psychopathology Research Unit, IRCCS Mondino Foundation, 27100 Pavia, Italy
- Correspondence:
| | - Federica Sciacca
- Department of Education Science, University of Catania, 90124 Catania, Italy; (C.D.P.); (F.S.); (Z.H.)
| | - Valentina Martinelli
- Department of Brain and Behavioral Sciences, University of Pavia, 27100 Pavia, Italy;
| | - Zira Hichy
- Department of Education Science, University of Catania, 90124 Catania, Italy; (C.D.P.); (F.S.); (Z.H.)
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Gilboa Y, Fogel-Grinvald H, Chevignard M. Virtual Classroom Assessment for Children and Adolescents With Attention Deficits: A Systematic Review and Meta-Analysis of Measurement Properties. J Atten Disord 2021; 25:300-311. [PMID: 30371134 DOI: 10.1177/1087054718808590] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/21/2022]
Abstract
Objective: The virtual classroom (VC) is a head-mounted display immersive system for the assessment of attention. A meta-analysis was performed to examine the use of the VC to assess attention in children and adolescents. Method: We conducted a systematic literature search to select articles up to December 2017. Results: Thirteen studies using the VC to assess attention were included. Studies reporting comparisons between patients with various clinical conditions and healthy controls were included in the meta-analysis. The meta-analysis results revealed significant differences between groups for the percentage of identified targets (nine studies; total combined N = 431), for commission errors, and reaction time (eight studies; total combined N = 399) in favor of the nonclinical group. Conclusion: Preliminary evidence establishes the validity of the VC and suggests that this task has the potential to serve as a useful and enjoyable ecological assessment tool for the diagnosis of attention deficits in children and adolescents. (J. of Att. Dis. XXXX; XX(X) XX-XX).
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Affiliation(s)
- Yafit Gilboa
- School of Occupational Therapy, The Hebrew University of Jerusalem, Israel
| | | | - Mathilde Chevignard
- Rehabilitation Department for Children and Adolescents with Acquired Neurological Injury, and Outreach Team for children and adolescents with acquired brain injury, Saint-Maurice Hospitals, France.,Laboratoire d'Imagerie Biomédicale, LIB, 75006 Sorbonne Université, Paris, France.,GRC n°18, Handicap Cognitif et Réadaptation (HanCRe), Sorbonne Université, Paris, France
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9
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Hsieh WT. Virtual reality video promotes effectiveness in advance care planning. BMC Palliat Care 2020; 19:125. [PMID: 32799876 PMCID: PMC7429729 DOI: 10.1186/s12904-020-00634-w] [Citation(s) in RCA: 17] [Impact Index Per Article: 3.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/05/2019] [Accepted: 08/10/2020] [Indexed: 01/30/2023] Open
Abstract
Background In 2019, the Patient Autonomy Act went into effect, allowing Taiwanese citizens to establish legal advance decisions. In an effort to secure a more realistic and accurate perception of situations, a virtual reality video was developed by the palliative care team of Chi-Mei hospital in southern Taiwan for citizens to use before advance care planning. This study explores the change in participants’ preference and certainty regarding end-of-life decisions after using this tool. Methods Participants were at least 20 years old and capable of reading and understanding the information provided in the written handout with information about the legal process of making an advance decision. They completed pre-test questionnaires, viewed a six-minute 360-degree virtual reality video on a portable headset, and then completed a post-test questionnaire about their preference on the five medical options—CPR, life-sustaining treatments, antibiotics, blood transfusion, and artificial nutrition and hydration—followed by feedback on the helpfulness of the virtual reality. The control group included 40 participants who only read the handout and completed pre-test and post-test questionnaires. Results After viewing the virtual reality video, preference for not using CPR, life-sustaining treatment, antibiotics, blood transfusion, and artificial nutrition and hydration increased significantly in the virtual reality intervention group. Uncertainty regarding the five medical options mentioned above significantly decreased. The intervention was generally recognized by participants for its help in making decisions. Discussion The decrease in the number of participants who could not make decisions indicates that the virtual reality video may be helpful for users in making end-of-life decision. According to feedback, the virtual reality video helped equip users with better understanding of medical scenarios, and that it is a good decision tool for advance care planning. Conclusion This is the first study since the Patient Autonomy Act has been passed that explores the effectiveness of using a virtual reality video as a decision tool in advance care planning and reveals decreased preference of CPR, life sustaining treatment, antibiotics, blood transfusion, and artificial nutrition and hydration after intervention. This decision aid proved to be an effective tool for clarifying their end-of-life care preferences.
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Affiliation(s)
- Wan-Ting Hsieh
- Department of Palliative Medicine, Chi-Mei Medical Center, No. 901, Zhonghua Rd., Tainan, 710, Taiwan.
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10
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Self-Regulation in Children with Neurodevelopmental Disorders "SR-MRehab: Un Colegio Emocionante": A Protocol Study. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2020; 17:ijerph17124198. [PMID: 32545534 PMCID: PMC7345694 DOI: 10.3390/ijerph17124198] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 05/07/2020] [Revised: 06/09/2020] [Accepted: 06/09/2020] [Indexed: 12/20/2022]
Abstract
Self-regulation refers to the ability to control and modulate behavior, and it can include both emotional and cognitive modulation. Children with neurodevelopmental disorders may show difficulties in self-regulation. The main objective of this study is to improve self-regulation skills in children between 6 and 11 years of age with neurodevelopmental disorders. Methodology: A randomized controlled trial will be conducted with the use of “SR-MRehab: Un colegio emocionante”, based on a non-immersive virtual reality system where virtual objects can be managed by children in a natural way using their hands. Children will be recruited from several schools of Granada (Spain) and they will be randomly allocated to two groups. An assessment will be conducted before and after the intervention and 24 weeks after the end of the intervention process. The experimental group will receive the intervention using virtual reality. The control group will receive a standard self-regulation program. Both interventions will be performed once a week for a total of 10 sessions. Changes in self-regulation, as well as the acceptability of technology with the use of SR-MRehab, will be evaluated. The results will be published and will provide evidence regarding the use of this type of intervention in children with neurodevelopmental disorders. Trial registration: Registered with code NCT04418921.
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Manshaee G, Tabrizi M, Ghamarani A, Rasti J. Comparison of the effectiveness of virtual reality with medication on the memory of attention deficit hyperactivity disorder students. INTERNATIONAL ARCHIVES OF HEALTH SCIENCES 2020. [DOI: 10.4103/iahs.iahs_66_19] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/04/2022] Open
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Bioulac S, Micoulaud-Franchi JA, Maire J, Bouvard MP, Rizzo AA, Sagaspe P, Philip P. Virtual Remediation Versus Methylphenidate to Improve Distractibility in Children With ADHD: A Controlled Randomized Clinical Trial Study. J Atten Disord 2020; 24:326-335. [PMID: 29562853 DOI: 10.1177/1087054718759751] [Citation(s) in RCA: 27] [Impact Index Per Article: 5.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
Objective: Virtual environments have been used to assess children with ADHD but have never been tested as therapeutic tools. We tested a new virtual classroom cognitive remediation program to improve symptoms in children with ADHD. Method: In this randomized clinical trial, 51 children with ADHD (7-11 years) were assigned to a virtual cognitive remediation group, a methylphenidate group, or a psychotherapy group. All children were evaluated before and after therapy with an ADHD Rating Scale, a Continuous Performance Test (CPT), and a virtual classroom task. Results: After therapy by virtual remediation, children exhibited significantly higher numbers of correct hits on the virtual classroom and CPT. These improvements were equivalent to those observed with methylphenidate treatment. Conclusion: Our study demonstrates for the first time that a cognitive remediation program delivered in a virtual classroom reduces distractibility in children with ADHD and could replace methylphenidate treatment in specific cases.
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Affiliation(s)
- Stéphanie Bioulac
- University of Bordeaux, SANPSY, Bordeaux, France.,Centre Hospitalier Universitaire de Bordeaux, Clinique du sommeil, France
| | - Jean-Arthur Micoulaud-Franchi
- University of Bordeaux, SANPSY, Bordeaux, France.,Centre Hospitalier Universitaire de Bordeaux, Clinique du sommeil, France
| | - Jenna Maire
- University of Bordeaux, INSERM U1219, Bordeaux, France
| | - Manuel P Bouvard
- Pôle Universitaire Psychiatrie Enfants et Adolescents, Bordeaux, France
| | | | - Patricia Sagaspe
- University of Bordeaux, SANPSY, Bordeaux, France.,Centre Hospitalier Universitaire de Bordeaux, Clinique du sommeil, France
| | - Pierre Philip
- University of Bordeaux, SANPSY, Bordeaux, France.,Centre Hospitalier Universitaire de Bordeaux, Clinique du sommeil, France
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Antioxidants, Dietary Fatty Acids, and Sperm: A Virtual Reality Applied Game for Scientific Dissemination. OXIDATIVE MEDICINE AND CELLULAR LONGEVITY 2019; 2019:2065639. [PMID: 31814868 PMCID: PMC6877968 DOI: 10.1155/2019/2065639] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 07/10/2019] [Accepted: 10/01/2019] [Indexed: 11/30/2022]
Abstract
Fatty acid (FA) profile appears to be critical to infertility, and the effects of dietary FAs on sperm FA content are a current focus of studies in the field of nutrition and reproduction. Starting from a validated “OXISTRESS” model in which modification of FA content results to influence reactive oxygen species, antioxidants, isoprostanes, cytokines, sperm kinetic, and acrosome reaction, we developed a virtual reality game where the player, in order to improve the health of some virtual spermatozoa, is called to take dietary choices and then discover their consequences on the main biological aspects. In the LabVR of the University of Siena, a team of VR environment designer and developer used Unity development engine to make the experience run on Oculus Quest and a wireless 6DOF (six degrees of freedom of movement in 3D space) VR Headset. In the game, the player is immersed in the epididymis and observes closer how dietary n-3 may change the sperm plasma membrane and consequently modify sperm traits. A simulation game in the virtual reality may represent a tool to give greater visibility to scientific data in the relevance of appropriate dietary habits in the human health.
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Remote Technology-Based Training Programs for Children with Acquired Brain Injury: A Systematic Review and a Meta-Analytic Exploration. Behav Neurol 2019; 2019:1346987. [PMID: 31467613 PMCID: PMC6701292 DOI: 10.1155/2019/1346987] [Citation(s) in RCA: 25] [Impact Index Per Article: 4.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/15/2019] [Revised: 05/17/2019] [Accepted: 06/11/2019] [Indexed: 12/16/2022] Open
Abstract
Introduction Multidisciplinary rehabilitation interventions are considered to be a need for children with acquired brain injury (ABI), in order to remediate the important sequelae and promote adjustment. Technology-based treatments represent a promising field inside the rehabilitation area, as they allow delivering interventions in ecological settings and creating amusing exercises that may favor engagement. In this work, we present an overview of remote technology-based training programs (TP) addressing cognitive and behavioral issues delivered to children with ABI and complement it with the results of a meta-analytic exploration. Evidence Acquisition We performed the review process between January and February 2019. 32 studies were included in the review, of which 14 were further selected to be included in the meta-analysis on TP efficacy. Evidence Synthesis Based on the review process, the majority of TP addressing cognitive issues and all TP focusing on behavioral issues were found to be effective. Two meta-analytic models examining the means of either cognitive TP outcomes or behavioral TP outcomes as input outcome yielded a nonsignificant effect size for cognitive TP and a low-moderate effect size for behavioral TP. Additional models on outcomes reflecting the greatest beneficial effects of TP yielded significant moderate effect sizes for both types of TP. Nevertheless, consistent methodological heterogeneity was observed, pointing to cautious interpretation of findings. A subgroup analysis on visuospatial skill outcomes showed a smaller yet significant effect size of cognitive TP, with low heterogeneity, providing a more reliable estimation of overall cognitive TP effects. Conclusions Promising results on remote cognitive and behavioral TP efficacy emerged both at the review process and at the meta-analytic investigation. Nevertheless, the high heterogeneity that emerged across studies prevents us from drawing definite conclusions. Further research is needed to identify whether specific training characteristics and population subgroups are more likely to be associated with greater training efficacy.
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Birang E, Yaghini J, Birang R, Zohary M. Effect of Virtual Reality During Periodontal Treatment of Patients with Anxiety. JOURNAL OF RESEARCH IN DENTAL AND MAXILLOFACIAL SCIENCES 2019. [DOI: 10.29252/jrdms.4.1.9] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/31/2022] Open
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[Adolescent sleep disorders associated with school absenteeism: The child and adolescent psychiatrist is often crucial for effective management in sleep consultation]. Encephale 2018; 45:82-89. [PMID: 30122297 DOI: 10.1016/j.encep.2018.06.006] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/16/2018] [Revised: 06/09/2018] [Accepted: 06/13/2018] [Indexed: 11/21/2022]
Abstract
INTRODUCTION Adolescent sleep is characterized by a physiological delayed sleep phase disorder frequently exacerbated by the intensive use of information and communication technologies. The sleep restriction thus induced during schooling has consequences on the physical and psychological health of the adolescent. On the other hand, the sleep complaint may correspond to psychiatric disorders in the adolescent. Thus, when this complaint is associated with school absenteeism, the management of sleep alone is often insufficient. In order to understand the reason for this inefficiency, we wanted to better characterize the profile of these adolescents. METHOD We have developed a somnological and psychiatric "screening kit" resulting in a management decision tree. This kit was tested in 2017 as part of joint consultations at the Lyon Sleep Center in adolescents who presented a complaint of sleepiness or insomnia associated with school absenteeism. RESULTS These preliminary results on 11 patients show the predominance of a delayed sleep phase syndrome or an absence of sleep diagnosis associated in more than 90 % of cases with anxiety-depressive difficulties ranging from the mood depressive disorder to the school refusal behavior and underlying anxiety disorders. Somatization is also common. CONCLUSION These first data seem to confirm the need for a child and adolescent psychiatric assessment to deal with the psychological difficulties of these adolescents in parallel with their sleep complaint so as to offer them the best chances of improvement, re-schooling and social insertion.
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