D. A. Pérez-Ferrara, G. Y. Flores-Medina, E. Landa-Ramírez, D. J. González-Sánchez, J. A. Luna-Padilla, A. L. Sosa-Millán, A. Mondragón-Maya
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Social cognition training using virtual reality for people with schizophrenia: a scoping review
To date, many interventions for social cognition have been developed. Nevertheless, the use of social cognition training with virtual reality (SCT-VR) in schizophrenia is a recent field of study. Therefore, a scoping review is a suitable method to examine the extent of existing literature, the characteristics of the studies, and the SCT-VR. Additionally, it allows us to summarize findings from a heterogeneous body of knowledge and identify gaps in the literature favoring the planning and conduct of future research. The aim of this review was to explore and describe the characteristics of SCT-VR in schizophrenia. The searched databases were MEDLINE, PsycInfo, Web of Science, and CINAHL. This scoping review considered experimental, quasi-experimental, analytical observational and descriptive observational study designs. The full text of selected citations was assessed by two independent reviewers. Data were extracted from papers included in the scoping review by two independent reviewers. We identified 1,407 records. A total of twelve studies were included for analyses. Study designs were variable, most research was proof-of-concept or pilot studies. Most SCT-VR were immersive and targeted interventions. Number of sessions ranged from 9 to 16, and the duration of each session ranged from 45 to 120 min. Some studies reported a significant improvement in emotion recognition and/or theory of mind. However, SCT-VR is a recent research field in which the heterogeneity in methodological approaches is evident and has prevented the reaching of robust conclusions. Preliminary evidence has shown that SCT-VR could represent a feasible and promising approach for improving SC deficits in schizophrenia.
期刊介绍:
The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to:
Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications
Development and evaluation of systems, tools, techniques and software that advance the field, including:
Display technologies, including Head Mounted Displays, simulators and immersive displays
Haptic technologies, including novel devices, interaction and rendering
Interaction management, including gesture control, eye gaze, biosensors and wearables
Tracking technologies
VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling.
Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence
Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems
Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.