| Literature DB >> 31462489 |
Daniel Freeman1,2,3, Ly-Mee Yu4, Thomas Kabir5, Jen Martin6, Michael Craven6, José Leal7, Sinéad Lambe8,2,3, Susan Brown6, Anthony Morrison9,10, Kate Chapman11, Robert Dudley12,13, Eileen O'Regan14, Aitor Rovira8,2,3, Andrew Goodsell8,2,3, Laina Rosebrock8,2,3, Aislinn Bergin6, Tillie L Cryer5, Dan Robotham5, Humma Andleeb5, John R Geddes8,2,3, Chris Hollis6, David M Clark2,3,15, Felicity Waite8,2,3.
Abstract
INTRODUCTION: Many patients with psychosis experience everyday social situations as anxiety-provoking. The fears can arise, for example, from paranoia, hallucinations, social anxiety or negative-self beliefs. The fears lead patients to withdraw from activities, and this isolation leads to a cycle of worsening physical and mental health. Breaking this cycle requires highly active treatment directly in the troubling situations so that patients learn that they can safely and confidently enter them. However patients with psychosis seldom receive such life-changing interventions. To solve this problem we have developed an automated psychological treatment delivered in virtual reality (VR). It allows patients to experience computer simulations of the situations that they find anxiety-provoking. A virtual coach guides patients, using cognitive techniques, in how to overcome their fears. Patients are willing to enter VR simulations of anxiety-provoking situations because they know the simulations are not real, but the learning made transfers to the real world. METHODS AND ANALYSIS: 432 patients with psychosis and anxious avoidance of social situations will be recruited from National Health Service (NHS) secondary care services. In the gameChange trial, they will be randomised (1:1) to the six-session VR cognitive treatment added to treatment as usual or treatment as usual alone. Assessments will be conducted at 0, 6 (post-treatment) and 26 weeks by a researcher blind to allocation. The primary outcome is avoidance and distress in real-life situations, using a behavioural assessment task, at 6 weeks. The secondary outcomes are psychiatric symptoms, activity levels and quality of life. All main analyses will be intention-to-treat. Moderation and mediation will be tested. An economic evaluation will be conducted. ETHICS AND DISSEMINATION: The trial has received ethical approval from the NHS South Central - Oxford B Research Ethics Committee (19/SC/0075). A key output will be a high-quality automated VR treatment for patients to overcome anxious avoidance of social situations. TRIAL REGISTRATION NUMBER: ISRCTN17308399. © Author(s) (or their employer(s)) 2019. Re-use permitted under CC BY. Published by BMJ.Entities:
Keywords: cognitive therapy; psychosis; schizophrenia; treatment; virtual reality
Mesh:
Year: 2019 PMID: 31462489 PMCID: PMC6720451 DOI: 10.1136/bmjopen-2019-031606
Source DB: PubMed Journal: BMJ Open ISSN: 2044-6055 Impact factor: 2.692
Figure 1Trial flow diagram. TAU, treatment as usual; VR, virtual reality.
Summary of objectives and assessment measures
| Objectives | Outcome measures | |
| Primary | Test whether the virtual reality treatment leads to reduction in avoidance and distress in everyday situations. | Oxford - behavioural assessment task (O-BAT). |
| Secondary | 1.Test clinical improvements by treatment type in activity levels, psychiatric symptoms, quality of life. | Activity levels: Actigraphy, time-budget measure. |
| 2.Determine the cost-effectiveness of the virtual reality treatment. | Client Service Receipt Inventory. | |
| 3.Test mediation of treatment effects by changes in safety beliefs, threat cognitions, and defence (safety-seeking) behaviours. | Cognition and Defence Behaviours Questionnaire and strength of safety beliefs, vulnerability belief and threat anticipation. | |
| 4.Test moderation of treatment effects (negative auditory hallucinations when outside, hopelessness, appearance concerns and threat cognitions). | Hallucinations scale; Beck Hopelessness Scale; Body-Esteem Scale for Adolescents and Adults; Cognition and Defence Behaviours Questionnaire. | |
| 5. Assess patient satisfaction with the VR therapy. | Modified version of the Client Satisfaction Questionnaire. |
VR, virtual reality.
Figure 2The structure of the virtual reality treatment.