| Literature DB >> 28286486 |
Stéphane Bouchard1, Geneviève Robillard2, Isabelle Giroux3, Christian Jacques3, Claudie Loranger4, Manon St-Pierre4, Maxime Chrétien3, Annie Goulet3.
Abstract
Virtual reality (VR) can be used in the treatment of gambling disorder to provide emotionally charged contexts (e.g., induce cravings) where patients can practice cognitive behavior therapy (CBT) techniques in the safety of the therapist's office. This raises practical questions, such as whether the cravings are sufficient to be clinically useful but also manageable enough to remain clinically safe. Pilot data are also needed to test the development of a treatment manual and prepare large randomized control trials. This paper reports on three studies describing (a) cravings induced in VR compared to real gambling and a control game of skill with no money involved (N = 28 frequent gamblers and 36 infrequent gamblers); (b) the usefulness of a treatment protocol with only two CBT sessions using VR (N = 34 pathological gamblers); and (c) the safety of a four-session treatment program of CBT in VR (N = 25 pathological gamblers). Study 1 reveals that immersions in VR can elicit desire and a positive anticipation to gamble in frequent gamblers that are (a) significantly stronger than for infrequent gamblers and for playing a control game of skill and (b) as strong as for gambling on a real video lottery terminal. Study 2 documents the feasibility of integrating VR in CBT, its usefulness in identifying more high-risk situations and dysfunctional thoughts, how inducing cravings during relapse prevention exercises significantly relates to treatment outcome, and the safety of the procedure in terms of cybersickness. Results from Study 3 confirm that, compared to inducing urges to gamble in imagination, using VR does not lead to urges that are stronger, last longer, or feel more out of control. Outcome data and effect sizes are reported for both randomized control pilot trials conducted in inpatient settings. Suggestions for future research are provided, including on increasing the number of VR sessions in the treatment program.Entities:
Keywords: cognitive behavior therapy; cognitive restructuring; craving behavior intervention; cravings; gambling disorder; safety; side effect; virtual reality therapy
Year: 2017 PMID: 28286486 PMCID: PMC5324022 DOI: 10.3389/fpsyt.2017.00027
Source DB: PubMed Journal: Front Psychiatry ISSN: 1664-0640 Impact factor: 4.157
Figure 1Experimental setup for Study 1 on the potential to induce cravings with a real video lottery terminal and virtual reality.
Figure 3Illustrations (screenshots) of . Reproduced from Bouchard et al. (18) under the Creative Commons copyright licence.
Mean (and SDs) Gambling Craving Scale (GCS) after playing a control game (Scrabble™) or gambling on a real video lottery terminal (VLT) or in two virtual environments in Study 1.
| GCS subscales | Scrabble™ | Real VLT | Virtual reality (VR) | VR | ||||
|---|---|---|---|---|---|---|---|---|
| Occasional gamblers | Frequent gamblers | Occasional gamblers | Frequent gamblers | Occasional gamblers | Frequent gamblers | Occasional gamblers | Frequent gamblers | |
| Anticipation of fun | 10.47 (6.30) | 10.29 (4.17) | 7.39 (4.46) | 12.68 (5.27) | 8.61 (4.25) | 12.12 (5.07) | 7.22 (4.46) | 12.5 (5.29) |
| Desire to gamble | 5.92 (3.95) | 6.46 (5.36) | 3.94 (2.33) | 7.18 (5.32) | 4.44 (2.42) | 7.32 (5.59) | 3.64 (1.42) | 6.71 (4.84) |
| Relief from negative | 4.0 (3.25) | 4.54 (4.51) | 3.0 (0) | 4.46 (4.43) | 3.08 (0.5) | 4.86 (5.37) | 3.06 (0.23) | 4.36 (4.39) |
New clinical information gathered post therapy session about high-risk situations and dysfunctional thoughts about gambling in Study 2.
| Variable | Condition | Mean | SD | Eta-squared | |
|---|---|---|---|---|---|
| Number of high-risk situations reported post-session that were not reported prior to the session | Virtual reality (VR) | 2.05 | 2.01 | 2.48 | 0.17 |
| Imagination | 0.05 | 1.00 | |||
| Number of dysfunctional thoughts reported post-session that were not reported prior to the session | VR | 1.53 | 2.25 | 1.61 | 0.08 |
| Imagination | 0.42 | 1.00 |
*p < 0.025.
Unwanted negative side effects induced by the immersion in virtual reality (VR) (i.e., cybersickness) as measured by the Simulator Sickness Questionnaire (SSQ) in Study 2 before and after the session devoted to relapse prevention.
| Before the immersion in VR | After the immersion in VR | |||||||
|---|---|---|---|---|---|---|---|---|
| SSQ raw score | Mean | SD | Min. | Max. | Mean | SD | Min. | Max. |
| Total | 1.43 | 1.90 | 0 | 6 | 1.69 | 3.4 | 0 | 13 |
| Nausea subscale | 0.56 | 0.81 | 0 | 3 | 0.56 | 1.51 | 0 | 6 |
| Oculomotor subscale | 0.87 | 1.54 | 0 | 5 | 1.13 | 2.06 | 0 | 7 |
Overview of the therapists’ opinions in Study 2 regarding the advantages of using virtual reality immersions.
Access to spontaneity of patients who are too rational. Easier access to patients’ emotions. Getting around denial by stating contradictions between what is expressed by the patients and how they behave during the immersion. Helps to validate what is learned in therapy and reinforce personal self-efficacy. Allows for the observation of physical reactions associated to cravings. Helps identify intervention cues for other addictions. Provides easier access to erroneous thoughts. Helps to validate patients’ comprehension of therapeutic concepts learned in therapy. Brings patients back to reality, whether they are too confident or not enough. |
Mean (and SD) on the My Treatment Questionnaire immediately after each therapy session in Study 3.
| Items | Session #1 | Session #2 | Session #3 | Session #4 | ||||
|---|---|---|---|---|---|---|---|---|
| VR-S | Imag-S | VR-S | Imag-S | VR-S | Imag-S | VR-S | Imag-S | |
| I felt the urge to gamble: % | 21.47 (31.51) | 30.83 (35.02) | 19.29 (26.74) | 19.23 (22.62) | 15.36 (20.61) | 25.91 (34.99) | 8.57 (19.16) | 13.00 (28.76) |
| I can control my urge to gamble: % | 72.65 (22.02) | 57.50 (39.11) | 76.07 (19.82) | 77.31 (21.76) | 73.21 (26.36) | 66.82 (35.73) | 84.07 (26.32) | 93.33 (9.61) |
| I can control my gambling behaviors: % | 57.06 (35.71) | 50.42 (39.11) | 71.07 (30.52) | 48.69 (44.73) | 71.79 (26.79) | 39.09 (44.09) | 80.86 (26.68) | 68.33 (40.86) |
| I think the probability of winning is related to luck: % | 82.35 (29.05) | 67.50 (41.81) | 84.29 (32.75) | 93.08 (17.02) | 88.57 (28.79) | 93.18 (17.93) | 97.86 (5.79) | 97.50 (8.66) |
| I felt the urge to gamble: frequency | 0.94 (1.44) | 1.58 (2.71) | 0.57 (0.85) | 0.69 (0.86) | 0.64 (0.93) | 1.27 (1.62) | 0.31 (0.48) | 0.25 (0.45) |
VR-S, experimental condition where the urge is induced by stimuli recreated in virtual reality; Imag-S, control condition where the urge is induced by stimuli evoked in imagination.
Mean (and SD) of the urge to gamble measured in frequency by My Treatment Questionnaire after therapy sessions and after 12, 24, and 36 h in Study 3.
| Sessions | Post | 12 h | 24 h | 36 h | ||||
|---|---|---|---|---|---|---|---|---|
| VR-S | Imag-S | VR-S | Imag-S | VR-S | Imag-S | VR-S | Imag-S | |
| #1 | 0.94 (1.44) | 1.00 (1.49) | 1.19 (2.07) | 0.90 (1.29) | 0.75 (1.29) | 0.90 (1.66) | 0.69 (1.25) | 0.80 (1.87) |
| #2 | 0.54 (0.88) | 0.45 (0.52) | 0.38 (0.65) | 0.36 (0.67) | 0.54 (0.78) | 0.55 (0.93) | 0.54 (0.88) | 0.73 (0.91) |
| #3 | 0.64 (0.93) | 1.22 (1.79) | 0.14 (0.36) | 0.11 (0.33) | 0.36 (0.63) | 0.33 (0.50) | 0.57 (1.16) | 0.89 (1.54) |
| #4 | 0.33 (0.49) | 0.30 (0.48) | 0.08 (0.29) | 0.30 (0.68) | 0.08 (0.29) | 0.20 (0.42) | 0.33 (0.78) | 0.10 (0.32) |
VR-S, experimental condition where the urge is induced by stimuli recreated in virtual reality; Imag-S, control condition where the urge is induced by stimuli evoked in imagination.
Mean (and SD) of the urge to gamble measured in percentage by My Treatment Questionnaire after therapy sessions and after 12, 24, and 36 h in Study 3.
| Session | Post | 12 h | 24 h | 36 h | ||||
|---|---|---|---|---|---|---|---|---|
| VR-S | Imag-S | VR-S | Imag-S | VR-S | Imag-S | VR-S | Imag-S | |
| #1 | 21.47 (31.51) | 31.00 (36.04) | 13.65 (25.91) | 14.50 (22.91) | 10.65 (23.55) | 12.00 (18.74) | 9.47 (20.43) | 6.00 (9.66) |
| #2 | 19.29 (26.74) | 14.09 (16.56) | 9.36 (20.14) | 6.36 (15.02) | 8.64 (15.08) | 5.91 (10.68) | 5.79 (8.47) | 6.82 (11.89) |
| #3 | 15.36 (20.61) | 22.78 (32.70) | 1.50 (3.61) | 1.67 (3.54) | 6.50 (16.43) | 2.22 (4.41) | 7.93 (15.74) | 6.67 (14.14) |
| #4 | 9.23 (19.77) | 14.60 (31.44) | 0.77 (2.77) | 16.00 (32.39) | 0.85 (2.76) | 12.50 (31.20) | 3.08 (7.51) | 13.00 (31.29) |
VR-S, experimental condition where the urge is induced by stimuli recreated in virtual reality; Imag-S, control condition where the urge is induced by stimuli evoked in imagination.
Mean (and SD) on efficacy measures pre- and post-treatment in Study 3.
| Measures | Pre | Post 2 weeks | Repeated measures ANOVA | ||||
|---|---|---|---|---|---|---|---|
| VR-S | Imag-S | VR-S | Imag-S | Time | Cond | Interaction | |
| CPGI | 19.86 (3.84) | 20.09 (2.55) | 11.21 (9.64) | 10.82 (8.32) | 19.62*** | 0.002 | 0.02 |
| DIG ( | 7.00 (1.96) | 8.00 (0.82) | 1.29 (1.20) | 1.10 (1.66) | 193.08*** | 0.91 | 1.71 |
| GRCS-total | 81.36 (27.09) | 87.18 (24.33) | 30.07 (7.62) | 26.18 (4.33) | 131.69*** | 0.03 | 0.99 |
Intent-to-treat data, ***p < 0.001.
VR-S, experimental condition where the urge is induced by stimuli recreated in virtual reality; Imag-S, control condition where the urge is induced by stimuli evoked in imagination; CPGI, Canadian Problem Gambling Index; DIG, Diagnostic Interview of Gambling (number of diagnostic criteria met by the participant); GRCS, Gambling Related Cognitions Scale.