Virtual reality and telemedicine based experiential cognitive therapy for the treatment of eating disorders

2002 ◽  
Author(s):  
Giuseppe Riva ◽  
M. Bacchetta ◽  
G. L. Cesa ◽  
S. Conti ◽  
E. Molinari
Author(s):  
Giuseppe Riva ◽  
Clelia Malighetti ◽  
Silvia Serino

Author(s):  
V. V. Freize ◽  
L. V. Malyshko ◽  
G. I. Grachev ◽  
V. B. Dutov ◽  
N. V. Semenova ◽  
...  

The purpose of the study was to summarize data from foreign studies about the use of virtual reality (VR) technology in the treatment of patients with various mental disorders.Materials and methods: we selected and analyzed articles from MEDLINE / PubMed databases during the period from 2000 till 2020, as well as relevant references in the bibliography of the analyzed articles. 45 articles were included in further analysis from 575 English-language articles.Results: The use of VR technologies in the treatment of mental disorders appears to be one of the promising directions in psychiatry. The successfulness of these methods in patients with eating disorders, anxiety-phobic disorders, and obsessive-compulsive disorder is supported to be evidentiary information. There is evidence of the effectiveness of such methods in patients with schizophrenia, particularly, one of the most significant results is an increase in social functioning. The absence of side effects data makes it possible to consider t VR therapy as a safe method. It is needed to make further study the areas of application of VR therapy and conduct research to identify possible side effects of this method.Conclusion: The obtained results are important for drawing attention to the prospect of using VR technologies in Russian psychiatry and demonstrate the need for further study of this method.


Author(s):  
Gilda Gómez Péresmitré ◽  
Rodrigo León Hernández ◽  
Silvia Platas Acevedo ◽  
Mariana Lechuga Hernández ◽  
Diana Cruz ◽  
...  

2013 ◽  
Vol 43 (4) ◽  
pp. 207-221 ◽  
Author(s):  
Marta Ferrer-Garcia ◽  
José Gutiérrez-Maldonado ◽  
Giuseppe Riva

10.2196/29686 ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. e29686
Author(s):  
Billy Sundström Langlet ◽  
Dorothy Odegi ◽  
Modjtaba Zandian ◽  
Jenny Nolstam ◽  
Per Södersten ◽  
...  


2019 ◽  
Author(s):  
Francielly Rodrigues ◽  
Priscila Wilbert ◽  
José Carlos Tavares Da Silva ◽  
Jauvane C. De Oliveira

An eating disorder is a disturb characterized by an atypical eating behavior. The most common strategy for treatment is CBT, and its limitations have shown to be overcome using virtual reality approaches. Most VR envi- ronments created for this purpose reproduce tasks for treatment of body image disturbances and food avoidance. This work presents a new approach for eating disorders treatment using VR and concepts of serious games and gamification, which have been shown of promising potential in health context due to its ad- vantages when compared to other approaches. Tests assessing the usability and sense of presence in the virtual environment were applied to a group of 10 par- ticipants, indicating that the environment is well suited for medical treatment.


10.2196/20300 ◽  
2020 ◽  
Vol 9 (8) ◽  
pp. e20300
Author(s):  
Poppy Brown ◽  
Felicity Waite ◽  
Sinéad Lambe ◽  
Laina Rosebrock ◽  
Daniel Freeman

Background Patients in psychiatric wards typically have very limited access to individual psychological therapy. Inpatients often have significant time available, and an important transition back to everyday life to prepare for—but historically, there have been few trained therapists available on wards for the delivery of evidence-based therapy. Automated virtual reality (VR) therapy may be one route to increase the provision of powerful psychological treatments in psychiatric hospitals. The gameChange automated VR cognitive therapy is targeted at helping patients overcome anxious avoidance and re-engage in everyday situations (such as walking down the street, taking a bus, or going to a shop). This treatment target may fit well for many patients preparing for discharge. However, little is known about how VR therapy may be viewed in this setting. Objective The objectives of the study are to explore psychiatric hospital staff and patients’ initial expectations of VR therapy, to gather patient and staff views of an automated VR cognitive therapy (gameChange) after briefly experiencing it, and to identify potential differences across National Health Service (NHS) mental health trusts for implementation. Guided by an implementation framework, the knowledge gained from this study will be used to assess the feasibility of VR treatment adoption into psychiatric hospitals. Methods Focus groups will be conducted with NHS staff and patients in acute psychiatric wards at 5 NHS mental health trusts across England. Staff and patients will be interviewed in separate groups. Individual interviews will also be conducted when preferred by a participant. Within each of the 5 trusts, 1 to 2 wards will be visited. A total of 8-15 staff and patients per ward will be recruited, with a minimum total of 50 staff and patients recruited across all sites. Focus group questions have been derived from the nonadoption, abandonment, and challenges to the scale-up, spread, and sustainability (NASSS) framework. Focus groups will discuss expectations of VR therapy before participants are given the opportunity to briefly try the gameChange VR therapy. Questions will then focus on opinions about the therapy and investigate feasibility of adoption, with particular consideration given to site specific issues. A thematic analysis will be conducted. Results As of May 15, 2020, 1 patient focus group has been conducted. Conclusions The study will provide unique insight from patients and staff into the potential for implementing automated VR therapy in psychiatric wards. Perspectives will be captured both on the use of immersive technology hardware and therapy-specific issues in such settings. International Registered Report Identifier (IRRID) DERR1-10.2196/20300


1999 ◽  
Author(s):  
Conxa Perpina ◽  
Cristina Botella ◽  
Ana Rey ◽  
Helio Marco ◽  
Rosa Banos ◽  
...  

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