利用虚拟现实改善精神分裂症患者的言语外显记忆:概念验证试验

IF 2.3 Q2 PSYCHIATRY
Bryce J.M. Bogie , Chelsea Noël , Feng Gu , Sébastien Nadeau , Cecelia Shvetz , Hassan Khan , Marie-Christine Rivard , Stéphane Bouchard , Martin Lepage , Synthia Guimond
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引用次数: 0

摘要

背景精神分裂症与言语外显记忆障碍有关。语义联想记忆策略(SESAME)训练是一项很有前景的认知矫正计划,可改善言语外显记忆。虚拟现实(VR)可能是一种新型工具,可提高传统认知矫正项目的生态有效性和所学技能的迁移。本概念验证研究旨在评估基于 VR 的认知矫正模块的可行性、可接受性和初步疗效,该模块受 SESAME 原则启发,旨在改善精神分裂症患者对言语外显记忆策略的使用。受 SESAME 原则启发,参与者被随机分配到基于 VR 的言语外显记忆训练条件下(干预组)或主动对照条件下(对照组)。在训练条件下,教练教授语义编码策略(主动排练和语义聚类),帮助参与者在 VR 中记住餐厅订单。在主动控制条件下,参与者在 VR 中完成视觉空间谜题。研究人员利用自然减员率、参与者体验评分和晕机问卷来评估该方法的可行性和可接受性。在干预前后进行了霍普金斯言语学习测试--修订版的试验 1,以评估初步效果。结果低流失率(5.88%)证明了可行性,有限的晕机感和高水平的愉悦感证明了可接受性。虽然在干预组中,模块结束后使用的语义集群数量的增加没有达到常规的统计显著性水平,但它表现出明显的趋势,具有中等效应大小(t = 1.48,p = 0.15,d = 0.54),而对照组则保持稳定(t = 0.36,p = 0.72,d = 0.13)。在语义聚类比率方面,干预组(t = 1.61,p = 0.12,d = 0.59)和对照组(t = 0.36,p = 0.72,d = 0.13)的结果相似。讨论这种 VR 干预是可行的、可接受的,可能有助于改善语义编码策略的使用。这些研究结果支持使用更生态的方法来治疗精神分裂症患者的认知障碍,如基于 VR 的认知矫正。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Using virtual reality to improve verbal episodic memory in schizophrenia: A proof-of-concept trial

Background

Schizophrenia is associated with impairments in verbal episodic memory. Strategy for Semantic Association Memory (SESAME) training represents a promising cognitive remediation program to improve verbal episodic memory. Virtual reality (VR) may be a novel tool to increase the ecological validity and transfer of learned skills of traditional cognitive remediation programs. The present proof-of-concept study aimed to assess the feasibility, acceptability, and preliminary efficacy of a VR-based cognitive remediation module inspired by SESAME principles to improve the use of verbal episodic memory strategies in schizophrenia.

Methods

Thirty individuals with schizophrenia/schizoaffective disorder completed this study. Participants were randomized to either a VR-based verbal episodic memory training condition inspired by SESAME principles (intervention group) or an active control condition (control group). In the training condition, a coach taught semantic encoding strategies (active rehearsal and semantic clustering) to help participants remember restaurant orders in VR. In the active control condition, participants completed visuospatial puzzles in VR. Attrition rate, participant experience ratings, and cybersickness questionnaires were used to assess feasibility and acceptability. Trial 1 of the Hopkins Verbal Learning Test – Revised was administered pre- and post-intervention to assess preliminary efficacy.

Results

Feasibility was demonstrated by a low attrition rate (5.88 %), and acceptability was demonstrated by limited cybersickness and high levels of enjoyment. Although the increase in the number of semantic clusters used following the module did not reach conventional levels of statistical significance in the intervention group, it demonstrated a notable trend with a medium effect size (t = 1.48, p = 0.15, d = 0.54), in contrast to the control group where it remained stable (t = 0.36, p = 0.72, d = 0.13). These findings were similar for the semantic clustering ratio in the intervention (t = 1.61, p = 0.12, d = 0.59) and control (t = 0.36, p = 0.72, d = 0.13) groups. There was no significant change in the number of recalled words in either group following VR immersion.

Discussion

This VR intervention was feasible, acceptable, and may be useful for improving the use of semantic encoding strategies. These findings support the use of more ecological approaches for the treatment of cognitive impairments in schizophrenia, such as VR-based cognitive remediation.

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来源期刊
CiteScore
5.60
自引率
10.70%
发文量
54
审稿时长
67 days
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