| Literature DB >> 35594071 |
Renée E Klein Schaarsberg1,2,3, Arne Popma1,3,4, Ramón J L Lindauer3,4,5, Levi van Dam2,6.
Abstract
BACKGROUND: Serious disruptive behavior among adolescents is a prevalent and often persistent problem. This highlights the importance of adequate and effective treatment to help adolescents with disruptive behavior problems react less hostile and aggressive. In order to create a treatment environment in which behavioral change can be enhanced, treatment motivation plays an essential role. Regarding treatment itself, a focus on challenging self-serving cognitive distortions in order to achieve behavioral change is important. Street Temptations (ST) is a new training program that was developed to address both treatment motivation and cognitive distortions in adolescents with disruptive behavior problems. One of the innovative aspects of ST is the use of virtual reality (VR) techniques to provide adolescents during treatment with visually presented daily social scenarios to activate emotional engagement and dysfunctional cognitions. By using the VR scenarios as an integral starting point of ST's sessions and transferring the power of the VR experience into playful and dynamic exercises to practice social perspective-taking, adolescents are encouraged to reflect on both their own behavior and that of others. This focus on reflection is grounded in ST's main treatment mechanism to influence treatment motivation and cognitive distortions, namely, mentalizing (ie, reflective functioning).Entities:
Keywords: adolescence; cognitive distortions; disruptive behavior problems; reflective functioning; single-case experimental design; treatment motivation; virtual reality
Year: 2022 PMID: 35594071 PMCID: PMC9140739 DOI: 10.2196/33555
Source DB: PubMed Journal: JMIR Res Protoc ISSN: 1929-0748
Figure 1Overview of the study design with 3 different conditions. The daily repeated measure starts directly after T0, on the same day. Moreover, 3 and 6 months after T2, adolescents are approached again to participate in follow-up interviews. D: daily repeated measure; E: end of daily measure study period; I: first interview with adolescents and trainers; S: start of the study, application, informed consent, and eligibility check; T0: pretreatment assessment and randomization; T1: posttreatment assessment; T2: short-term follow-up assessment; wk: week.
Figure 2Overview of the sample distribution.
Figure 3Screen capture of the virtual reality video.
Figure 4Examples of the cards used in the sessions.
Overview of the measurement tools and informants.
| Variable | Measure | Informant | |
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| Treatment motivation | ATMQa: Daily questionnaire | Adolescent |
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| Cognitive distortions | HITb: Daily questionnaire | Adolescent |
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| Reflective functioning | RFQYc, SRIS-Yd | Adolescent |
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| Social perspective-taking | PTe-subscale | Adolescent |
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| STf evaluation | Semistructured interview | Adolescent, trainer |
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| VRg evaluation | Semistructured interview | Adolescent, trainer |
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| Demographics | Questions | Adolescent, clinician |
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| Diagnostic and treatment history | File information | Clinician |
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| Intelligence | File information, SCILh | Clinician, adolescent |
aATMQ: Adolescent Treatment Motivation Questionnaire.
bHIT: How I Think questionnaire.
cRFQY: Reflective Functioning Questionnaire for Youths.
dSRIS-Y: Self-Reflection and Insight Scale for Youth.
ePT: Perspective Taking.
fST: Street Temptations.
gVR: virtual reality.
hSCIL: Screener for Intelligence and Learning Disabilities.
Figure 5Overview of the data collection moments. ATMQ: Adolescent Treatment Motivation Questionnaire; HIT: How I Think questionnaire; IRI: Interpersonal Reactivity Index; PT: Perspective Taking; RFQY: Reflective Functioning Questionnaire for Youths; SRIS-Y: Self-Reflection and Insight Scale for Youth.