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Virtual Reality Behavioral Activation as an Intervention for Major Depressive Disorder: Case Report

机译:虚拟现实行为激活作为主要抑郁症的干预:案例报告

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Background Major depressive disorder (MDD) is a global problem with an increasing incidence and prevalence. There has additionally been an increase in depression due to the COVID-19 pandemic. Behavioral activation is considered an evidence-based treatment for MDD. However, there are many barriers that could hinder one’s ability to engage in behavioral activation, with COVID-19 “shelter-in-place” and social distancing orders being current and large impediments. Virtual reality (VR) has been successfully used to help treat a variety of mental health conditions, but it has not yet been used as a method of administering behavioral activation to a clinical population. Using VR to engage in behavioral activation could eliminate barriers that pandemic precautions place and help decrease symptoms of depression that are especially exacerbated in these times. Objective The following case report examines the feasibility, acceptability, and tolerability of VR behavioral activation for an adult with MDD during a global pandemic. This participant was part of a larger pilot study, and the case serves as a description of the VR intervention. Methods The participant engaged in a weekly 50-minute psychotherapy Zoom session for 4 weeks, in which a modified behavioral activation protocol was administered using a VR headset to simulate activities. Data on mood ratings, homework compliance, and headset use were obtained from the headset. Acceptability, tolerability, and depression symptoms were obtained using self-report rating scales. Results The intervention was feasible, acceptable, and tolerable, as reported by this participant. The participant’s depressive symptoms decreased by five-points on the Patient Health Questionnaire-9 over a month, with a beginning score of 10 (moderate depression) and a final score of 5 (mild depression). Conclusions The implications of these findings for future research are discussed.
机译:背景技术主要抑郁症(MDD)是一种越来越多的发病率和患病率的全局问题。由于Covid-19流行病,抑郁症仍然增加。行为激活被认为是对MDD的基于证据的治疗方法。然而,有许多障碍可能会阻碍一个人从事行为激活的能力,Covid-19“庇护”和社会偏移订单是当前和大的障碍。虚拟现实(VR)已成功地用于帮助治疗各种心理健康状况,但尚未被用作向临床群体施用行为激活的方法。使用VR进行行为激活可以消除大流行预防措施的障碍,并有助于降低在这些时间特别加剧的抑郁症的症状。目的下述案件报告探讨了在全球大流行期间与MDD成人的VR行为激活的可行性,可接受性和可耐受性。这位参与者是更大的试验研究的一部分,案例是对VR干预的描述。方法参与者在每周50分钟的心理疗法缩放会话中参与4周,其中使用VR耳机进行修改的行为激活协议来模拟活动。有关情绪评级,家庭作业合规性和耳机使用的数据是从耳机获得的。使用自我报告评级尺度获得可接受性,耐受性和抑郁症状。结果,该参与者报道,干预是可行,可接受和可忍受的。参与者的抑郁症状在一个月内患者健康问卷调查问卷-9减少了5点,开始得分10(中度抑郁)和最终得分为5(温和抑郁症)。结论讨论了这些调查结果对未来研究的影响。

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