Several lines of evidence suggest that Virtual Reality (VR) has a potential utility in eating disorders. The objective of this study is to review the literature on the use of VR in bulimia nervosa (BN) and binge eating disorder (BED). Using PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) statement for reporting systematic reviews, we performed a PubMed, Web of Knowledge and SCOPUS search to identify studies employing VR in the assessment and treatment of BN and BED. The following search terms were used: “virtual reality”, “eating disorders”, “binge eating”, and “bulimia nervosa”. From the 420 articles identified, 19 were selected, nine investigated VR in assessment and 10 were treatment studies (one case-report, two non-controlled and six randomized controlled trials). The studies using VR in BN and BED are at an early stage. However, considering the available evidence, the use of VR in the assessment of those conditions showed some promise in identifying: (1) how those patients experienced their body image; and (2) environments or specific kinds of foods that may trigger binge–purging cycle. Some studies using VR-based environments associated to cognitive behavioral techniques showed their potential utility in improving motivation for change, self-esteem, body image disturbances and in reducing binge eating and purging behavior.
1 February 2010 in Expert Review of Neurotherapeutics
Thanks to brain imaging great advances have been made concerning the comprehension of neural substrates related to panic disorder (PD). This article aims to: review the recent functional MRI (fMRI) studies concerning PD; correlate the PD fMRI neurobiological findings with the fear neurocircuitry hypothesis; discuss the fear neurocircuitry hypothesis and link it to cognitive-behavior therapy findings; and comment on fMRI study limitations and suggest methodological changes for future research. As a whole, there is increasing evidence that brain structures such as the prefrontal cortex, the anterior cingulate cortex and limbic areas (hippocampus and amygdala) might play a major role in the panic response.
10 March 2010 in The World Journal of Biological Psychiatry
Virtual reality (VR) is as effective in inducing emotional responses as reality and its application is extremely valuable in exposure treatment. In virtual environments, the patients experience similar physiological symptoms and fear as they do in real life situations, thereby facilitating the habituation process. Our goal is to offer an overview of the current panorama of VR and psychotherapy, underlining the (virtual) exposure technique and the studies that focus on panic disorder treatment through the use of VR. The literature was revised through consultation to the ISI and PubMed databases. Virtual exposure treatment offers good results and great patient acceptability. However, despite the importance of this data for the evaluation of treatment efficacy, only a few studies measure physiological responses during exposure. Lack of controlled studies and standardized treatment protocols were observed. Despite the great advance of VR use in psychotherapy, a great deal of its potential is still unknown, therefore requiring the creation of new virtual environments so that controlled studies regarding its clinical application can be conducted. Throughout the process of elaboration and investigation, clinical experiences in virtual environments must be related to real experiences in a flexible context that combines relevant cultural, physical and cognitive aspects.
1 January 2011 in Jornal Brasileiro de Psiquiatria
Contexto: O estudo de cybersickness, sintomas desconfortáveis relacionados à interação em ambientes virtuais, é importante para a implementação de melhorias destes, para ajudar a preservar o bem-estar dos usuários e reduzir o abandono às exposições virtuais. Usar um instrumento adequado para identificar e mensurar os sintomas de cybersickness, de forma padronizada, pode contribuir para essa finalidade. Objetivo: Este estudo tem como objetivo apresentar as etapas de tradução e adaptação para a língua portuguesa do instrumento Simulator Sickness Questionnaire, que mede os sintomas de cybersickness. Métodos: Três traduções e retrotraduções foram realizadas por avaliadores independentes; realizaram-se a equivalência semântica e a avaliação das versões, sendo elaborada uma versão síntese. Os comentários dos participantes sobre a versão preliminar do questionário foram examinados. Resultados: Foi construída a versão brasileira preliminar do questionário. Verificou-se que a maioria dos participantes entendeu as descrições dos sintomas expostas no questionário em português. Conclusão: A utilização de três versões de tradução e retrotradução, discussão sobre a versão síntese e a interlocução com a população-alvo proporcionaram viabilidade ao processo de equivalência semântica da versão final brasileira.
1 September 2015 in Journal of Affective Disorders