| Literature DB >> 31337763 |
Laura Dellazizzo1,2,3, Stéphane Potvin1,2, Sami Bahig1,2, Alexandre Dumais4,5,6.
Abstract
Youth violence is a complex and multifactorial issue that has severe health and social consequences. While treatment options exist to treat/reduce violence in at-risk populations such as schizophrenia, there remains limitations in the efficacy of current interventions. Virtual reality (VR) appears to be a unique possibility to expose offenders and to train coping skills in virtual situations that are capable of eliciting aggression-relevant behavior without threatening others. The focus of this paper is to provide a comprehensive review of studies using VR to manage violence across several at-risk populations, with a particular emphasis on youth with schizophrenia. Despite the encouraging success of VR applications for the treatment of different mental health problems, no studies have explored the usability of VR to specifically treat violence in patients with schizophrenia. A limited number of studies have focused on violence risk factors in other mental health problems (i.e., emotion regulation in individual suffering from post-traumatic disorders) that may be targeted in treatments to reduce the risk of violence. The preliminary studies using VR as a therapeutic element have shown reductions in anger, improvements in conflict-resolution skills as well as in empathy levels, and decreases in aggression. Possible applications of these interventions in youth with schizophrenia will be discussed.Entities:
Year: 2019 PMID: 31337763 PMCID: PMC6650426 DOI: 10.1038/s41537-019-0079-7
Source DB: PubMed Journal: NPJ Schizophr ISSN: 2334-265X
Details of studies assessing anger
| Author, year, geographic setting | Sample ( | Age | Intervention | ||||
|---|---|---|---|---|---|---|---|
| Conditions | Duration | Description | VR component | Main finding | |||
| Ba | PTSD, pathological, grief adjustment disorders (39) | 18–50, M = 30.9, SD = 9.0 | CBT; CBT+EMMA's World | Nine weekly sessions | CBT: education component, imagery exposure/restructuring the loss, relapse prevention. | Patients visualized a virtual environment that offered them a setting in which they could feel free to express their emotions. Their emotions would have an effect on the virtual world. The therapist had an important and active role in the customization of the environment during the session. | Significant ↓ in the frequency and intensity of anger |
| Difede, 2014; United States | PTSD following the WTC attack (25) | 25–70, M = 45.8, SD = 10.5 | VRE+DCS; VRE-placebo | 12 weekly sessions | VRE: exposure. | Participants recounted their trauma in the first-person present tense, with as many sensory details as possible. A computer simulation of the September 11th (WTC) attacks was used to enhance an imaginal exposure therapy protocol. | Significant ↓ in anger |
| Beidel, 2017; United States | Veterans and active-duty military personnel with PTSD (112) | M=37.1, SD = 9.1 | TMT | 29 session in 3 weeks | TMT Intensive Outpatient Program: exposure therapy, programmed practice, social and emotional rehabilitation, social reintegration, anger management, brief behavioral activation. | Individual exposure therapy was conducted each morning and consisted of imaginal exposure augmented by virtual reality (Virtual Iraq/Afghanistan System). | Significant ↓ in anger |
| Beidel, 2017; United States | Veterans and active-duty military personnel with PTSD (92) | TMT: M = 37.7, SD = 8.5; VRET: M = 33.3, SD = 11.3 | VRET+group TMT; VRET+group psychoeducation | 29 session in 17 weeks | TMT: individual treatment first and consists of one psychoeducation/imaginal exposure therapy scene construction session, followed by 14 sessions of VRET, programmed practice, group treatment, social reintegration, anger management/problem solving, brief behavioral activation. VRET only: one education session, 14 VRET sessions, and 14 group treatment sessions. | Virtual Iraq/Afghanistan System consisted of a set of virtual environments for the treatment of combat-related PTSD. | Significant ↓ in anger |
CBT cognitive-behavioral therapy, DCS D-cycloserine, M mean, PTSD post-traumatic stress disorder, SD standard deviation, TMT trauma management therapy, VRE virtual reality exposure, VRET virtual reality exposure therapy, WTC World Trade Center
Details of studies assessing aggression
| Author, year, geographic setting | Sample ( | Age | Intervention | ||||
|---|---|---|---|---|---|---|---|
| Conditions | Duration | Description | VR component | Main finding | |||
| Zinzow, 2018; United States | Veterans with driving anxiety and aggression problems (8) | M = 36.5, SD = 8.4 | VRET+CBT | Eight sessions | VRET+CBT: psychoeducation, relaxation skills training, training on the driving simulator, cognitive distortions introduction, exposure to driving scenarios, identifying anger triggers and cues, identifying values and how aggression interferes with them, review of coping skills, relapse prevention. | Nine scenarios for adaptation and training purposes. Military-based additions included loud noises; unexpected items beside the road; road construction; animals; abrupt movements by other vehicles; heavy traffic; left turns into oncoming traffic; being passed by other cars; being boxed in by other cars or impediments; tailgating vehicles; and various pedestrians, including those dressed in traditional Middle Eastern attire and/or holding objects that could resemble weapons. | ↓ of PTSD symptoms, hyperarousal in driving situations, anxiety/anger-related thoughts/behavior and risky/aggressive driving |
| Tuente, 2018; Netherlands | Psychiatric forensic patients (128) | 18–65 | VRAPT; Treatment as usual | 16-biweekly sessions | VRAPT: based on the SIP model. | Simulation that showed a virtual environment in which patients were confronted with behaviors and virtual characters in social situations. | Ongoing |
CBT cognitive-behavioral therapy, M mean, PTSD post-traumatic stress disorder, SD standard deviation, SIP social information processing, VR virtual reality, VRAPT virtual reality, VRET virtual reality exposure therapy
Virtual reality therapies for psychotic symptoms in schizophrenia
| Author, year, geographic setting | Sample ( | Age | Intervention | ||||
|---|---|---|---|---|---|---|---|
| Conditions | Duration | Description | VR component | Main finding | |||
| Freeman, 2016; United Kingdom | Patients with persecutory delusions (30) | VR cognitive therapy: M = 42.1, SD = 13.4; VRE: M = 40.6, SD = 14.4 | VR cognitive therapy; VRE | Within a day | VR cognitive therapy: threat belief tests in VR with the dropping of safety behaviors; the threat belief testing group; VRE: exposure; keeping of safety behaviors. | There were two VR environments: an underground train ride and an elevator. Each had gradations of difficulty based on the number of avatars placed around where the participant could walk. | Large ↓ in delusional conviction and real-life distress |
| Leff, 2013; United Kingdom | Patients with schizophrenia who hear persecutory voices (26) | 14–75 | AT; Treatment as usual | Seven weekly sessions | AT: computer technology that enabled the patient to create an avatar of the entity they believed was talking to them. The voice of the therapist was transformed in real time. | The therapist controlled the avatar so that it progressively came under the patients’ control. Over the course of the therapy the avatar was changed by the therapist from being abusive to being helpful and supportive of the patient. | Greater effects of AT on auditory verbal hallucinations |
| du Sert, 2018; Canada | Patients with schizophrenia/schizoaffective disorder who hear persecutory voices (19) | 24–62, M = 42.9, SD = 12.4 | AT; Treatment as usual | Seven weekly sessions | AT: patients created an avatar best resembling the most distressing person or entity believed to be the source of the malevolent voice, which was designed to closely have both the face and the voice of the “persecutor”. The avatar's voice was simulated in real time. | The immersive virtual environment consisted of an avatar standing in the dark, seen from a first-person perspective. Sessions 1 to 3, patients were confronted to the reproduced hallucinatory experience. Over the course of the therapy, the avatar's interaction with the patient became gradually less abusive and more supportive. | Greater effects of AT on auditory verbal hallucinations |
| Craig, 2018; United Kingdom | Patients with schizophrenia/affective disorders who hear persecutory voices (150) | 18–65, M = 42.7, SD = 10.7 | AT; Supportive counseling | Seven weekly sessions | AT: participants first created a computerized representation of the entity that they believed was the source of their main voice. A video link allowed the therapist to see and hear the participant’s responses, enabling them to adjust therapeutic interventions and modify the avatar interaction according to the unfolding dialogue. | Each session involved face-to-face work with the avatar, wherein the therapist facilitated a direct dialogue between the participant and the avatar. Phase one: exposure to the avatar speaking the typical verbatim content of the participant’s voices while the therapist encouraged assertive responding. Phase two: The dialogue gradually evolved as the avatar conceded ground and acknowledged the strengths and qualities of the participant. | Large effects of AT on distress associated with auditory verbal hallucinations |
AT avatar therapy, M mean, SD standard deviation, VR virtual reality, VRE virtual reality exposure
Fig. 1Flowchart depicting the search strategy employed to find the studies included in the review
Fig. 2Summary of interventions assessing a violence-related component
Details of studies assessing impulsiveness
| Author, year, geographic setting | Sample ( | Age | Intervention | ||||
|---|---|---|---|---|---|---|---|
| Conditions | Duration | Description | VR component | Main finding | |||
| Cho, 2002; Korea | Juvenile offenders (50) | 14–18 | Desktop cognitive training; Desktop neurofeedback; VR cognitive training; VR neurofeedback; Control | Eight sessions in 2 weeks | Cognitive training: enhance focused and selective attention as well as sustained attention. EEG biofeedback: By controlling the EEG threshold levels, the virtual environment changed. As the score advances, a dinosaur egg rose from the desk. Then the egg was split into two pieces. From the broken egg, one part of a dinosaur picture appeared from the whiteboard gradually. Once all six parts of the picture were put together, the task was completed. | Virtual classroom: the immersive virtual classroom allowed youth to easily pay attention to the classroom environment. The small classroom had a whiteboard, a desk, a teacher avatar, a friend avatar, a large window looking out onto a playground, an entrance, several pictures hung on the wall, a sofa, a ceiling light, and a wooden floor. They could see themselves sitting at the desk. Training sessions were conducted in the virtual environment. | ↓ in commission errors (not significant) |
| Cho, 2004; Korea | Juvenile offenders (28) | 14–18 | Desktop neurofeedback; VR neurofeedback; Control | Eight sessions in 2 weeks | EEG biofeedback. | Virtual classroom. | ↓ in commission errors (not significant) |
EEG electroencephalogram, M mean, SD standard deviation, VR virtual reality
Details of studies assessing conflict-resolution and social skills
| Author, year, geographic setting | Sample ( | Age | Intervention | ||||
|---|---|---|---|---|---|---|---|
| Conditions | Duration | Description | VR component | Main finding | |||
| Hubal, 2008; United States | African–American male adolescents in 10th grade, half had a diagnosis of conduct disorder (125) | M = 15.7 | PACT+VR vignettes; No PACT+VR vignettes | / | PACT: violence prevention program developed for adolescents who are exposed to violence in their communities, families, and schools or who have exhibited a propensity for violent behavior, to improve their anger management and social-cognitive (i.e., negotiation and conflict-resolution) skills. | Virtual vignettes: simulated interpersonal verbal interactions with appropriate body language. Scripts were developed to induce students to engage in risky decision-making, and exhibit impulsive behavior. | PACT+VR group: significant ↑ in the use of positive interaction skills during the post-intervention vignettes. Improvement in negotiation and conflict-resolution skills |
| Hubal, 2008; United States | Prisoners (226) | 21–49 | CBT+VR vignettes | 50 sessions CBT | CBT: helped patients recognize situations in which they are likely to become agitated or aggressive, avoid these situations when appropriate, and cope more effectively with a range of problems and behaviors associated with aggression. | Virtual vignettes: short, focused interactions used to examine dialogue, behaviors, and decisions made in real-world contexts. Each vignette invoked a specific cognitive function (risky decision-making, impulsivity, and sensitivity to penalties). | No differences between baseline and post-treatment outcomes |
CBT cognitive-behavioral therapy, M mean, PACT positive adolescent choices training, VR virtual reality
Details of studies assessing empathy
| Author, year, geographic setting | Sample ( | Age | Intervention | ||||
|---|---|---|---|---|---|---|---|
| Conditions | Duration | Description | VR component | Main finding | |||
| Seinfeld, 2018; Spain | Offenders of domestic violence and control group with no history of violence (39) | 21–61; Offender: M = 38.8, SD = 8.5; Control: M = 36.0, SD = 10.6 | VR vignettes | / | VR vignettes: perspective-taking/role play. | The scenarios depicted a room with a long hallway where the offender’s own body was replaced with the body of a virtual female. The virtual body moved in real time in accordance with the actual movements of the participants. A male virtual character entered the room and began to verbally abuse the female virtual character following a pre-defined script. | Fear recognition difficulties and bias towards categorizing fear as happy improved |
| Ingram, 2019; United States | 7th and 8th grade students (118) | 11–14, M = 12.5, SD = 0.61 | VR enhanced bullying prevention curriculum; Business-as-usual | Six sessions | VR enhanced bullying prevention curriculum: integrated the VR experience into standard practice of short-term bullying prevention. | The VR scenarios guided students through scripted adaptations of realistic bully relevant scenarios. Each focused on a different topic: standing up for victims, the consequences of common ineffective responses to bullying, and how to make a difference with small and realistic actions. | Significant ↑ in empathy levels |
M mean, SD standard deviation, VR virtual reality