虚拟现实干预对物质使用障碍康复中未来自我连续性和延迟奖励偏好的影响:初步研究结果。

Yitong I Shen, Andrew J Nelson, Brandon G Oberlin
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引用次数: 2

摘要

物质使用障碍(SUD)的持续缓解受到高复发率的挑战,这为新的临床干预提供了机会。沉浸式虚拟现实(VR)允许提供感觉真实的合成体验,并实现否则不可能实现的治疗效果。我们报告了一种沉浸式VR干预的可行性,该干预旨在通过增强未来的自我连续性和利用未来的自我差异与个性化的未来自我作为SUD恢复支持来提高对未来的评估。21例早期康复的成人(ps n = 18)保持戒断;重要的是,未来的自相似性持续增加。戒酒者未来的自相似度在虚拟现实后增加。所有在vr后表现出未来自我相似性增加的个体参与者都保持戒断,所有复发的参与者对未来自我相似性的影响要么减少,要么为零。干预后的半结构化访谈揭示了对体验的情感投入。虚拟现实对想象现实的模拟使实用和个性化的新型临床干预具体化。目前的研究证明了一种易于应用于临床的实施方法,并显示出促进SUD恢复的希望。研究人员、临床医生和VR开发者之间的创造性合作具有巨大的潜力,可以彻底改变心理健康干预措施,并扩大临床医生针对SUD和其他疾病的工具范围。补充资料:在线版本包含补充资料,提供地址:10.1007/s44192-022-00022-1。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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Virtual reality intervention effects on future self-continuity and delayed reward preference in substance use disorder recovery: pilot study results.

Sustained remission from substance use disorder (SUD) is challenged by high relapse rates, which provides opportunities for novel clinical interventions. Immersive virtual reality (VR) permits delivering synthetic experiences that feel real and actualizes otherwise impossible scenarios for therapeutic benefit. We report on the feasibility of an immersive VR intervention designed to increase valuation of the future by enhancing future self-continuity and leveraging future self-discrepancy with personalized future selves as SUD recovery support. Twenty-one adults in early SUD recovery (< 1 year) interacted with versions of themselves age-progressed fifteen years from two different behavioral trajectories: an SUD Future Self and a Recovery Future Self. The future selves' interactive monologs include personalized details and voice for a lifelike interaction within a time travel vignette. Before and following the intervention, participants rated future self-continuity and performed delay discounting. Following the intervention, daily images of the Recovery Future Self were sent to participants' smartphones for thirty days. The VR intervention generated no adverse events, was well tolerated (presence, liking, and comfort), and significantly increased future self-continuity and delayed reward preference (doubling delay tolerance). The intervention also reduced craving, ps < 0.05. Thirty days later, n = 18 remained abstinent; importantly, increased future self-similarity persisted. Abstainers' future self-similarity increased following VR. All individual participants showing increased future self-similarity post-VR remained abstinent, and all participants who relapsed showed either reduced or zero effect on future self-similarity. Post-intervention semi-structured interviews revealed emotional engagement with the experience. VR simulation of imagined realities reifies novel clinical interventions that are practicable and personalized. The current study demonstrates an implementation readily applied in the clinic and shows promise for facilitating SUD recovery. Creative collaboration between researchers, clinicians, and VR developers has great potential to revolutionize mental health interventions and expand the range of tools for clinicians targeting SUD and other disorders.

Supplementary information: The online version contains supplementary material available at 10.1007/s44192-022-00022-1.

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