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Virtual Reality Behavioral Activation as an Intervention for Major Depressive Disorder: Case Report
BACKGROUND: Major depressive disorder (MDD) is a global problem with an increasing incidence and prevalence. There has additionally been an increase in depression due to the COVID-19 pandemic. Behavioral activation is considered an evidence-based treatment for MDD. However, there are many barriers t...
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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JMIR Publications
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7641650/ https://www.ncbi.nlm.nih.gov/pubmed/33031046 http://dx.doi.org/10.2196/24331 |
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author | Paul, Margot Bullock, Kim Bailenson, Jeremy |
author_facet | Paul, Margot Bullock, Kim Bailenson, Jeremy |
author_sort | Paul, Margot |
collection | PubMed |
description | BACKGROUND: Major depressive disorder (MDD) is a global problem with an increasing incidence and prevalence. There has additionally been an increase in depression due to the COVID-19 pandemic. Behavioral activation is considered an evidence-based treatment for MDD. However, there are many barriers that could hinder one’s ability to engage in behavioral activation, with COVID-19 “shelter-in-place” and social distancing orders being current and large impediments. Virtual reality (VR) has been successfully used to help treat a variety of mental health conditions, but it has not yet been used as a method of administering behavioral activation to a clinical population. Using VR to engage in behavioral activation could eliminate barriers that pandemic precautions place and help decrease symptoms of depression that are especially exacerbated in these times. OBJECTIVE: The following case report examines the feasibility, acceptability, and tolerability of VR behavioral activation for an adult with MDD during a global pandemic. This participant was part of a larger pilot study, and the case serves as a description of the VR intervention. METHODS: The participant engaged in a weekly 50-minute psychotherapy Zoom session for 4 weeks, in which a modified behavioral activation protocol was administered using a VR headset to simulate activities. Data on mood ratings, homework compliance, and headset use were obtained from the headset. Acceptability, tolerability, and depression symptoms were obtained using self-report rating scales. RESULTS: The intervention was feasible, acceptable, and tolerable, as reported by this participant. The participant’s depressive symptoms decreased by five-points on the Patient Health Questionnaire-9 over a month, with a beginning score of 10 (moderate depression) and a final score of 5 (mild depression). CONCLUSIONS: The implications of these findings for future research are discussed. TRIAL REGISTRATION: ClinicalTrials.gov NCT04268316; http://clinicaltrials.gov/ct2/show/NCT04268316 |
format | Online Article Text |
id | pubmed-7641650 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-76416502020-11-16 Virtual Reality Behavioral Activation as an Intervention for Major Depressive Disorder: Case Report Paul, Margot Bullock, Kim Bailenson, Jeremy JMIR Ment Health Original Paper BACKGROUND: Major depressive disorder (MDD) is a global problem with an increasing incidence and prevalence. There has additionally been an increase in depression due to the COVID-19 pandemic. Behavioral activation is considered an evidence-based treatment for MDD. However, there are many barriers that could hinder one’s ability to engage in behavioral activation, with COVID-19 “shelter-in-place” and social distancing orders being current and large impediments. Virtual reality (VR) has been successfully used to help treat a variety of mental health conditions, but it has not yet been used as a method of administering behavioral activation to a clinical population. Using VR to engage in behavioral activation could eliminate barriers that pandemic precautions place and help decrease symptoms of depression that are especially exacerbated in these times. OBJECTIVE: The following case report examines the feasibility, acceptability, and tolerability of VR behavioral activation for an adult with MDD during a global pandemic. This participant was part of a larger pilot study, and the case serves as a description of the VR intervention. METHODS: The participant engaged in a weekly 50-minute psychotherapy Zoom session for 4 weeks, in which a modified behavioral activation protocol was administered using a VR headset to simulate activities. Data on mood ratings, homework compliance, and headset use were obtained from the headset. Acceptability, tolerability, and depression symptoms were obtained using self-report rating scales. RESULTS: The intervention was feasible, acceptable, and tolerable, as reported by this participant. The participant’s depressive symptoms decreased by five-points on the Patient Health Questionnaire-9 over a month, with a beginning score of 10 (moderate depression) and a final score of 5 (mild depression). CONCLUSIONS: The implications of these findings for future research are discussed. TRIAL REGISTRATION: ClinicalTrials.gov NCT04268316; http://clinicaltrials.gov/ct2/show/NCT04268316 JMIR Publications 2020-11-03 /pmc/articles/PMC7641650/ /pubmed/33031046 http://dx.doi.org/10.2196/24331 Text en ©Margot Paul, Kim Bullock, Jeremy Bailenson. Originally published in JMIR Mental Health (http://mental.jmir.org), 03.11.2020. https://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Mental Health, is properly cited. The complete bibliographic information, a link to the original publication on http://mental.jmir.org/, as well as this copyright and license information must be included. |
spellingShingle | Original Paper Paul, Margot Bullock, Kim Bailenson, Jeremy Virtual Reality Behavioral Activation as an Intervention for Major Depressive Disorder: Case Report |
title | Virtual Reality Behavioral Activation as an Intervention for Major Depressive Disorder: Case Report |
title_full | Virtual Reality Behavioral Activation as an Intervention for Major Depressive Disorder: Case Report |
title_fullStr | Virtual Reality Behavioral Activation as an Intervention for Major Depressive Disorder: Case Report |
title_full_unstemmed | Virtual Reality Behavioral Activation as an Intervention for Major Depressive Disorder: Case Report |
title_short | Virtual Reality Behavioral Activation as an Intervention for Major Depressive Disorder: Case Report |
title_sort | virtual reality behavioral activation as an intervention for major depressive disorder: case report |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7641650/ https://www.ncbi.nlm.nih.gov/pubmed/33031046 http://dx.doi.org/10.2196/24331 |
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