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Single-session gamified virtual reality exposure therapy for spider phobia vs. traditional exposure therapy: study protocol for a randomized controlled non-inferiority trial

机译:用于蜘蛛恐惧症与传统暴露疗法的单阶段游戏化虚拟现实暴露疗法:随机对照非劣效性试验的研究方案

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摘要

Background: Traditional one-session exposure therapy (OST) in which a patient is gradually exposed to feared stimuli for up to 3 h in a one-session format has been found effective for the treatment of specific phobias. However, many individuals with specific phobia are reluctant to seek help, and access to care is lacking due to logistic challenges of accessing, collecting, storing, and/or maintaining stimuli. Virtual reality (VR) exposure therapy may improve upon existing techniques by facilitating access, decreasing cost, and increasing acceptability and effectiveness. The aim of this study is to compare traditional OST with in vivo spiders and a human therapist with a newly developed single-session gamified VR exposure therapy application with modern VR hardware, virtual spiders, and a virtual therapist. Methods/design: Participants with specific phobia to spiders (N = 100) will be recruited from the general public, screened, and randomized to either VR exposure therapy (n = 50) or traditional OST (n = 50). A behavioral approach test using in vivo spiders will serve as the primary outcome measure. Secondary outcome measures will include spider phobia questionnaires and self-reported anxiety, depression, and quality of life. Outcomes will be assessed using a non-inferiority design at baseline and at 1, 12, and 52 weeks after treatment. Discussion: VR exposure therapy has previously been evaluated as a treatment for specific phobias, but there has been a lack of high-quality randomized controlled trials. A new generation of modern, consumer-ready VR devices is being released that are advancing existing technology and have the potential to improve clinical availability and treatment effectiveness. The VR medium is also particularly suitable for taking advantage of recent phobia treatment research emphasizing engagement and new learning, as opposed to physiological habituation. This study compares a market-ready, gamified VR spider phobia exposure application, delivered using consumer VR hardware, with the current gold standard treatment. Implications are discussed.
机译:背景:传统的一期暴露疗法(OST)可以使患者以一期形式逐渐暴露于恐惧刺激下长达3小时,这种疗法可有效治疗特定的恐惧症。但是,许多患有特殊恐惧症的人都不愿寻求帮助,并且由于获得,收集,储存和/或维持刺激的后勤挑战而缺乏获得护理的机会。虚拟现实(VR)暴露疗法可以通过促进访问,降低成本以及提高可接受性和有效性来改善现有技术。这项研究的目的是将传统的OST与活体蜘蛛和人类治疗师进行比较,将其与新开发的具有现代VR硬件,虚拟蜘蛛和虚拟治疗师的单阶段游戏化VR暴露疗法应用程序进行比较。方法/设计:从蜘蛛网招募具有特殊恐惧症的参与者(N = 100),进行筛查,并随机分配至VR暴露疗法(n = 50)或传统OST(n = 50)。使用体内蜘蛛的行为方法测试将作为主要的结局指标。次要结果测量将包括蜘蛛恐惧症问卷和自我报告的焦虑,抑郁和生活质量。结果将在基线,治疗后1周,12周和52周使用非自卑性设计进行评估。讨论:VR暴露疗法先前已被评估为可治疗特定恐惧症的疗法,但一直缺乏高质量的随机对照试验。新一代的现代,面向消费者的VR设备正在发布,这些设备正在改进现有技术,并具有改善临床可用性和治疗效果的潜力。与生理习惯相反,VR介质也特别适合利用最近的恐惧症治疗研究,该研究强调参与和新学习。这项研究将使用消费者VR硬件交付的市场化游戏化VR蜘蛛恐惧症暴露应用程序与当前的黄金标准处理进行了比较。讨论了含义。

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