Literature DB >> 28870688

[What do virtual reality tools bring to child and adolescent psychiatry?]

S Bioulac1, E de Sevin2, P Sagaspe3, A Claret4, P Philip3, J A Micoulaud-Franchi3, M P Bouvard5.   

Abstract

Virtual reality is a relatively new technology that enables individuals to immerse themselves in a virtual world. It offers several advantages including a more realistic, lifelike environment that may allow subjects to "forget" they are being assessed, allow a better participation and an increased generalization of learning. Moreover, the virtual reality system can provide multimodal stimuli, such as visual and auditory stimuli, and can also be used to evaluate the patient's multimodal integration and to aid rehabilitation of cognitive abilities. The use of virtual reality to treat various psychiatric disorders in adults (phobic anxiety disorders, post-traumatic stress disorder, eating disorders, addictions…) and its efficacy is supported by numerous studies. Similar research for children and adolescents is lagging behind. This may be particularly beneficial to children who often show great interest and considerable success on computer, console or videogame tasks. This article will expose the main studies that have used virtual reality with children and adolescents suffering from psychiatric disorders. The use of virtual reality to treat anxiety disorders in adults is gaining popularity and its efficacy is supported by various studies. Most of the studies attest to the significant efficacy of the virtual reality exposure therapy (or in virtuo exposure). In children, studies have covered arachnophobia social anxiety and school refusal phobia. Despite the limited number of studies, results are very encouraging for treatment in anxiety disorders. Several studies have reported the clinical use of virtual reality technology for children and adolescents with autistic spectrum disorders (ASD). Extensive research has proven the efficiency of technologies as support tools for therapy. Researches are found to be focused on communication and on learning and social imitation skills. Virtual reality is also well accepted by subjects with ASD. The virtual environment offers the opportunity to administer controlled tasks such as the typical neuropsychological tools, but in an environment much more like a standard classroom. The virtual reality classroom offers several advantages compared to classical tools such as more realistic and lifelike environment but also records various measures in standardized conditions. Most of the studies using a virtual classroom have found that children with Attention Deficit/Hyperactivity Disorder make significantly fewer correct hits and more commission errors compared with controls. The virtual classroom has proven to be a good clinical tool for evaluation of attention in ADHD. For eating disorders, cognitive behavioural therapy (CBT) program enhanced by a body image specific component using virtual reality techniques was shown to be more efficient than cognitive behavioural therapy alone. The body image-specific component using virtual reality techniques boots efficiency and accelerates the CBT change process for eating disorders. Virtual reality is a relatively new technology and its application in child and adolescent psychiatry is recent. However, this technique is still in its infancy and much work is needed including controlled trials before it can be introduced in routine clinical use. Virtual reality interventions should also investigate how newly acquired skills are transferred to the real world. At present virtual reality can be considered a useful tool in evaluation and treatment for child and adolescent disorders.
Copyright © 2017 L'Encéphale, Paris. Published by Elsevier Masson SAS. All rights reserved.

Entities:  

Keywords:  Anxious disorders; Attention deficit hyperactivity disorder; Autistic spectrum disorder; Eating disorder; Réalité virtuelle; Trouble des conduites alimentaires; Trouble du spectre de l’autisme; Trouble déficit de l’attention hyperactivité; Troubles anxieux; Virtual reality

Mesh:

Year:  2017        PMID: 28870688     DOI: 10.1016/j.encep.2017.06.005

Source DB:  PubMed          Journal:  Encephale        ISSN: 0013-7006            Impact factor:   1.291


  5 in total

1.  Remote Technology-Based Training Programs for Children with Acquired Brain Injury: A Systematic Review and a Meta-Analytic Exploration.

Authors:  Claudia Corti; Viola Oldrati; Maria Chiara Oprandi; Elisabetta Ferrari; Geraldina Poggi; Renato Borgatti; Cosimo Urgesi; Alessandra Bardoni
Journal:  Behav Neurol       Date:  2019-08-01       Impact factor: 3.342

2.  Antioxidants, Dietary Fatty Acids, and Sperm: A Virtual Reality Applied Game for Scientific Dissemination.

Authors:  Giulia Collodel; Maurizio Masini; Cinzia Signorini; Elena Moretti; Cesare Castellini; Daria Noto; Simona Mattioli; Vincenzo Santalucia; Stefano Baraldi; Luca Maurizio Lusuardi; Matteo Sirizzotti; Alessandro Innocenti
Journal:  Oxid Med Cell Longev       Date:  2019-11-11       Impact factor: 6.543

3.  Self-Regulation in Children with Neurodevelopmental Disorders "SR-MRehab: Un Colegio Emocionante": A Protocol Study.

Authors:  Dulce Romero-Ayuso; Pablo Alcántara-Vázquez; Ana Almenara-García; Irene Nuñez-Camarero; José Matías Triviño-Juárez; Patrocinio Ariza-Vega; José-Pascual Molina; Pascual González
Journal:  Int J Environ Res Public Health       Date:  2020-06-12       Impact factor: 3.390

4.  Virtual reality video promotes effectiveness in advance care planning.

Authors:  Wan-Ting Hsieh
Journal:  BMC Palliat Care       Date:  2020-08-16       Impact factor: 3.234

5.  Online Videogames Use and Anxiety in Children during the COVID-19 Pandemic.

Authors:  Concetta De Pasquale; Matteo Chiappedi; Federica Sciacca; Valentina Martinelli; Zira Hichy
Journal:  Children (Basel)       Date:  2021-03-08
  5 in total

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