Automated virtual reality (VR) cognitive therapy for patients with psychosis: study protocol for a single-blind parallel group randomised controlled trial (gameChange).
Cognitive Behavioral Therapy
/ methods
England
Humans
Multicenter Studies as Topic
Psychotic Disorders
/ psychology
Quality of Life
Randomized Controlled Trials as Topic
Single-Blind Method
Therapy, Computer-Assisted
/ methods
Time Factors
Treatment Outcome
Virtual Reality Exposure Therapy
/ methods
cognitive therapy
psychosis
schizophrenia
treatment
virtual reality
Journal
BMJ open
ISSN: 2044-6055
Titre abrégé: BMJ Open
Pays: England
ID NLM: 101552874
Informations de publication
Date de publication:
27 08 2019
27 08 2019
Historique:
entrez:
30
8
2019
pubmed:
30
8
2019
medline:
15
9
2020
Statut:
epublish
Résumé
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. 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. 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. ISRCTN17308399.
Identifiants
pubmed: 31462489
pii: bmjopen-2019-031606
doi: 10.1136/bmjopen-2019-031606
pmc: PMC6720451
doi:
Banques de données
ISRCTN
['ISRCTN17308399']
Types de publication
Clinical Trial Protocol
Journal Article
Research Support, Non-U.S. Gov't
Langues
eng
Sous-ensembles de citation
IM
Pagination
e031606Subventions
Organisme : Department of Health
ID : II-C7-0117-20001
Pays : United Kingdom
Informations de copyright
© Author(s) (or their employer(s)) 2019. Re-use permitted under CC BY. Published by BMJ.
Déclaration de conflit d'intérêts
Competing interests: DF is a founder and chief clinical officer of Oxford VR, a University of Oxford spin-out company, which has programmed the gameChange treatment, is a collaborator in the research, and will commercialise the treatment. DF holds equity in Oxford VR.
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