| Literature DB >> 30873093 |
Hanneke Kip1,2, Saskia M Kelders1,3, Kirby Weerink2, Ankie Kuiper1, Ines Brüninghoff1, Yvonne H A Bouman2, Dirk Dijkslag2, Lisette J E W C van Gemert-Pijnen1.
Abstract
Background: Although literature and practice underline the potential of virtual reality (VR) for forensic mental healthcare, studies that explore why and in what way VR can be of added value for treatment of forensic psychiatric patients is lacking. Goals: This study aimed to identify (1) points of improvements in existing forensic mental health treatment of in- and outpatients, (2) possible ways of using VR that can improve current treatment, and (3) positive and negative aspects of the use of VR for the current treatment according to patients and therapists.Entities:
Keywords: contextual inquiry; delinquent behavior; forensic mental health; psychological treatment; virtual reality
Year: 2019 PMID: 30873093 PMCID: PMC6400887 DOI: 10.3389/fpsyg.2019.00406
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Points of improvements of the current treatment according to therapists and patients (n = 11).
| Main and sub codes | Definition of code | Codesa | Ther.b | Pat.c | |
|---|---|---|---|---|---|
| Return to society – emotions and cognitions | Patients can lack knowledge or are anxious to return to society | 7 | 3 (7) | ||
| Return to society – skills | Patients can lack practical skills which are required for functioning in society | 10 | 4 (10) | ||
| Return to society - recidivism | Patients might have a high chance on reoffending after or during treatment | 9 | 5 (8) | 1 (1) | |
| Treatment motivation | Patients can have little motivation for their treatment | 7 | 4 (7) | ||
| Patients’ low educational level | Patients might not have the cognitive skills to understand (parts of) their treatment | 6 | 4 (6) | ||
| Emotion regulation | Patients can have difficulties in controlling their emotions during treatment or daily life | 7 | 5 (7) | ||
| Skills training in context | Patients cannot practice skills in a real-life context | 14 | 6 (13) | 1 (1) | |
| Therapist’s insight in patient | Therapists do not always have enough insight into the cognitions or behavior of a patient | 9 | 4 (8) | 1 (1) | |
| Exposure therapy | Therapy in which the patient is exposed to fear-eliciting stimuli has practical difficulties | 3 | 3 (3) | ||
| Physical activity | Little attention is paid to physical activity of patients | 2 | 2 (2) | ||
| Involvement of significant others | Significant others often do not participate in treatment | 3 | 2 (2) | 1 (1) | |
Possibilities of VR to improve current treatment according to therapists and patients (n = 11).
| Main and sub codes | Definition of code | Codesa | Ther.d | Pat.c |
|---|---|---|---|---|
| Training daily living skills | Development and improvement of general practical skills required for daily living | 8 | 5 (8) | |
| Training social skills | Development and improvement of skills that are required for proper social interactions | 14 | 5 (13) | 1 (1) |
| Training emotion regulation skills | The development and improvement of skills to not give in to impulses | 16 | 8 (15) | 1 (1) |
| Exposure to emotion-eliciting stimuli | Experiencing stimuli that elicit negative emotions and cognitions | 21 | 6 (13) | 3 (8) |
| Observing daily life | Observing regular, realistic daily life situations or environments | 3 | 1 (1) | 1 (2) |
| Observing behavior | Observing desirable or undesirable behavior from the perspective of an outsider | 16 | 6 (14) | 2 (2) |
| Insight into reactions to triggers | Observing the reaction of a patient in an ecologically valid way | 10 | 5 (10) | |
| Insight into the patient’s situation | Therapist and significant others can observe the point of view of the patient | 10 | 5 (7) | 2 (3) |
Potential positive aspects of the use of VR in treatment according to therapists (n = 89) and patients (n = 19).
| Main and sub codes | Definition of code | Totala | Ther.b | Pat.c |
|---|---|---|---|---|
| Good way to practice | VR is a good way to train behavior in a realistic way | 48 (10%) | 44 (92%) | 4 (8%) |
| Addition to treatment | VR offers new possibilities for and/or works better than current treatment | 36 (8%) | 33 (92%) | 3 (8%) |
| Fit current treatment | VR can be used well within the current way of treating patients | 31 (7%) | 28 (90%) | 3 (10%) |
| Input for conversation | The use of VR can lead to relevant topics for treatment | 21 (5%) | 21 (100%) | 0 (0%) |
| Insight into patient’s behavior | The therapist gains new insights into the patient by observing his behavior in VR | 20 (4%) | 19 (95%) | 1 (5%) |
| Practicing in a safe way | Patients can practice in VR without harming themselves or their environment | 13 (3%) | 13 (100%) | 0 (0%) |
| Insight into own behavior | The patient becomes more aware of his own behavior and its consequences | 61 (13%) | 50 (82%) | 11 (18%) |
| Improvement future behavior | The use of VR leads to a positive change in the future behavior of the patient | 23 (5%) | 17 (74%) | 6 (26%) |
| Suitable for specific target groups | VR can be used well for specific types of patients | 21 (5%) | 19 (90%) | 2 (10%) |
| Insight into other’s behavior | The patient learns to better understand and interpret the behavior of others | 13 (3%) | 8 (62%) | 5 (38%) |
| Support in reliving situations | VR can be used to help a patient re-experience a specific offense-related scenario | 13 (3%) | 11 (85%) | 2 (15%) |
| Treatment motivation | An increase in motivation to actively participate in treatment because of the use of VR | 9 (2%) | 6 (67%) | 3 (33%) |
| Adaptation of scenarios | The content of virtual scenarios can be adapted to the needs of an individual patient | 36 (8%) | 31 (86%) | 5 (14%) |
| Adaptation of environments | The appearance of virtual environments can be adapted to the needs of an individual patient | 31 (7%) | 27 (87%) | 4 (13%) |
| Realism of behavior | Behavior of and interaction between virtual people seem realistic to the user | 23 (5%) | 22 (96%) | 1 (4%) |
| Adaptation of persons | The appearance of virtual people can be adapted to the needs of an individual patient | 21 (5%) | 17 (81%) | 4 (19%) |
| Visual realism | Environments and people in VR look similar to environments and people in real life | 29 (6%) | 28 (97%) | 1 (3%) |
| New technology | VR offers a possibility to use new, innovative technology within treatment | 17 (4%) | 9 (53%) | 8 (47%) |
| 466 (100%) | 403 (86%) | 63 (14%) |
Potential negative aspects of the use of VR in treatment according to therapists (n = 89) and patients (n = 19).
| Main and sub codes | Definition of code | Totala | Ther.b | Pat.c |
|---|---|---|---|---|
| No fit with current treatment | A VR application cannot be used within the current way of treating patients | 14 (8%) | 14 (100%) | 0 (0%) |
| No new addition to current treatment | A VR application does not have any added value for the current treatment | 12 (7%) | 10 (83%) | 2 (17%) |
| VR not necessary | Instead of using VR, regular, other activities can better be used to reach a goal | 6 (4%) | 5 (83%) | 1 (17%) |
| Unsuitable for specific target groups | VR might not be suitable for treatment of some types of patients | 22 (13%) | 17 (77%) | 5 (23%) |
| Elicitation negative feelings | The use of VR causes unnecessary, non-functional negative emotions in a patient | 15 (9%) | 9 (60%) | 6 (40%) |
| No effect | A VR scenario does not elicit or improve emotions, cognitions or behavior of a patient | 10 (6%) | 8 (80%) | 2 (20%) |
| Dishonesty about own history | Patients do not give honest information that is necessary for using a VR application | 6 (4%) | 6 (100%) | 0 (0%) |
| Dishonesty about effect | Patients are not honest about the feelings and thoughts that are elicited by a VR application | 2 (1%) | 1 (50%) | 1 (50%) |
| Not generalizable to real life | The behavioral or cognitive skills learned in VR cannot be transferred to daily life | 15 (9%) | 12 (80%) | 3 (20%) |
| No realism of behavior | The behavior of and interaction between virtual persons is not perceived as realistic | 11 (7%) | 8 (73%) | 3 (27%) |
| No visual realism | The visuals of a VR application do not resemble the real world enough | 18 (11%) | 18 (100%) | 0 (0%) |
| Difficult to use | The use of VR in treatment is difficult for the therapist and patient | 12 (7%) | 6 (50%) | 6 (50%) |
| Time to use in treatment | The use of VR within treatment takes too much time | 6 (4%) | 5 (83%) | 1 (17%) |
| Costs | The development or purchase of VR technology are too expensive | 6 (4%) | 6 (100%) | 0 (0%) |
| Too little options for adaptation of scenario | VR does not offer enough ways of adapting scenarios to fit an individual patient | 4 (2%) | 3 (75%) | 1 (25%) |
| Too little options for adaptation of persons | VR does not offer enough ways of adapting virtual persons to fit an individual patient | 3 (2%) | 2 (67%) | 1 (33%) |
| Too little options for adaptation of environments | VR does not offer enough ways of adapting environments to fit an individual patient | 3 (2%) | 2 (67%) | 1 (33%) |
| Learning to use VR | Acquiring the skills to use VR will take too much time and effort from therapists | 3 (2%) | 2 (67%) | 1 (33%) |
| 168 (100%) | 134 (80%) | 34 (20%) |