scholarly journals A Narrative Review of Virtual Reality Applications for the Treatment of Post-Traumatic Stress Disorder

2021 ◽  
Vol 11 (15) ◽  
pp. 6683
Author(s):  
Sorelle Audrey Kamkuimo ◽  
Benoît Girard ◽  
Bob-Antoine J. Menelas

Virtual reality (VR) technologies allow for the creation of 3D environments that can be exploited at the human level, maximizing humans’ use of perceptual skills through their sensory channels, and enabling them to actively influence the course of events that take place in the virtual environment (VE). As such, they constitute a significant asset in the treatment of post-traumatic stress disorder (PTSD) via exposure therapy. In this article, we review the VR tools that have been developed to date for the treatment of PTSD. The article aims to analyze how VR technologies can be exploited from a sensorimotor and interactive perspective. The findings from this analysis suggest a significant emphasis on sensory stimulation to the detriment of interaction. Finally, we propose new ideas regarding the more successful integration of sensorimotor activities and interaction into VR exposure therapy for PTSD.

2019 ◽  
Vol 25 (9) ◽  
pp. 859-861 ◽  
Author(s):  
Greg M. Reger ◽  
Derek Smolenski ◽  
Amanda Edwards-Stewart ◽  
Nancy A. Skopp ◽  
Albert “Skip” Rizzo ◽  
...  

2021 ◽  
Vol 2 ◽  
Author(s):  
Nancy van Veelen ◽  
Rudy C. Boonekamp ◽  
Tjeerd A.J. Schoonderwoerd ◽  
Martijn L. van Emmerik ◽  
Mirjam J. Nijdam ◽  
...  

With the application of virtual reality (VR), tailored interventions can be created that mirror the traumatic experiences of veterans with post-traumatic stress disorder (PTSD). Visual elements can be mimicked, and auditory and other senses stimulated. In doing so, the degree of immersion can be adjusted to optimize the therapeutic process. Objectively measuring the sensory immersion is key to keep subjects within their personal window of tolerance. Based on this information the therapist can decide manipulate the sensory stimulation embedded in the treatment. The objectives of this article are to explore the different immersive design aspects of VRET that can be modified to influence the experienced presence in veterans with PTSD, and to discuss possible methods of measuring the emotional response facilitated by immersive design aspects and experienced presence. Four design aspects are discussed: system, sensory cues, narrative and challenge. We also report on a user experiment in three veterans that informed on quality and depth of immersion. Believability of the neutral virtual environment was important for maintaining the veterans’ presence within the VR experience. The immersive design aspects that were personalized and supportive in the narrative of the veteran such as music and self-selected images appeared to have a strong influence on recall and reliving of the traumatic events. Finally, in order to increase the therapeutic effect in veterans with PTSD, the highlighted design aspects should be recognized and tailored to maximize immersion in virtual reality exposure therapy.


2018 ◽  
Vol 8 (8) ◽  
pp. 76 ◽  
Author(s):  
Sorelle Kamkuimo Kengne ◽  
Mathilde Fossaert ◽  
Benoît Girard ◽  
Bob-Antoine Menelas

Post-Traumatic Stress Disorder (PTSD) can be seen as the result of dysfunctional beliefs that associate stimuli with a danger or a threat leading to anxious reactions. Exposure therapy is so far considered to be the most effective treatment, and research suggests that it is mainly based on a habituation process. Based on learning theories, it appears that a passive systemic exposure to traumatic stimuli should not be the best option for the treatment of PTSD. We hypothesis that an active learning of safer and healthier coping strategies combined with systematic exposure should be more effective in reducing the psychological distress associated with PTSD. In this paper, we describe the theoretical foundations of this approach that focuses on the action and activity of the patient in his or her exposure environment. In this approach, we take advantage of Virtual Reality technologies and learning mechanics of serious games to allow the patient to learn new safe associations while promoting the empowerment. We named this action-centered exposure therapy (ACET). This approach exploits behaviorism, cognitivism, and constructivism learning theories. With the different benefits of virtual reality technologies, this approach would easily integrate with in-virtuo exposure therapy and would allow us to exploit as much as possible the enormous potential of these technologies. As a first step toward validation, we present a case study that supports the ACET approach.


Author(s):  
Simar Singh ◽  
Dan Nathan-Roberts

This systematic review determines the efficacy of virtual reality (VR) therapy for veterans and active service members with combat related post-traumatic stress disorder (PTSD) and identifies common themes among studies utilizing VR. A total of 222 articles were initially considered for this systematic review, and the inclusion and exclusion criteria left 14 articles to be analyzed. A statistically significant or clinically significant reduction in PTSD scores was reported in 64% of the articles after the use of a VR-based therapy. However, no articles provided evidence for VR therapy being statistically better than other forms of therapy in treating PTSD. VR exposure therapy was used in 71% of the studies, making it the most commonly used form of VR therapy, followed by VR graded exposure therapy at 21% and VRET-arousal control at 7%. Limitations and future studies are also discussed.


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