{"title":"基于虚拟现实的跑步暴露目标是在神经性厌食症中进行身体活动的急性冲动:一个案例系列。","authors":"Margherita Boltri, Giulia Brizzi, Federico Brusa, Carolina Gabutti, Giulia Cera, Alberto Scalia, Francesca Manzo, Emanuela Apicella, Gianluca Castelnuovo, Giuseppe Riva, Leonardo Mendolicchio","doi":"10.1159/000547031","DOIUrl":null,"url":null,"abstract":"<p><strong>Introduction: </strong>Anorexia Nervosa (AN) is a severe and complex eating disorder, whose incidence has increased following the Covid 19 pandemic, straining specialized healthcare systems worldwide. Although patients often resort to compulsive exercise as a means of weight control, prolonged fasting intensifies the urge to move, leading to increased motor restlessness. Despite progress in understanding AN, interventions often overlook the crucial role that the urge to be physically active plays in reinforcing the eating disorder itself. This case series tested the feasibility of a Virtual Reality-based Running Exposure (VR-RE) protocol to target the acute urge to be physically active in inpatients with severe AN undergoing rehabilitation.</p><p><strong>Case presentations: </strong>Three female inpatients with severe AN (Body Mass Index ≤ 15 kg/m2), aged 21, 23 and 26, participated in a 4-week VR-RE protocol, involving four sessions of simulated jogging in a VR environment. Pre- and post-intervention assessments evaluated eating disorder symptoms and traits characteristics, such as compulsive exercise and physical activity addiction. Although treatment outcomes were only partially achieved and there was little change observed in clinical parameters such as weight and body-mass index, reductions in the acute urge to move were observed for all after each VR session. Additionally, reliable and clinically relevant changes were observed in drive for thinness, body- image dissatisfaction, interoceptive deficits and emotional regulation. Two patients also reported a decrease in both trait- and addictive physical activity at the end of the protocol and rehabilitation program. Qualitative feedback revealed perceived synchronization with the avatar and endorsed the protocol's potential for outpatient settings. No cybersickness was reported.</p><p><strong>Conclusion: </strong>This study presents a structured VR-based protocol targeting the acute urge to be physically active in severe AN, integrated into a rehabilitation setting. Future research with longer, personalized, and controlled trials is needed to validate its clinical utility.</p>","PeriodicalId":19239,"journal":{"name":"Neuropsychobiology","volume":" ","pages":"1-23"},"PeriodicalIF":2.3000,"publicationDate":"2025-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Virtual Reality- Based Running Exposure To Target The Acute Urge To Be Physically Active In Anorexia Nervosa: A Case Series.\",\"authors\":\"Margherita Boltri, Giulia Brizzi, Federico Brusa, Carolina Gabutti, Giulia Cera, Alberto Scalia, Francesca Manzo, Emanuela Apicella, Gianluca Castelnuovo, Giuseppe Riva, Leonardo Mendolicchio\",\"doi\":\"10.1159/000547031\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Introduction: </strong>Anorexia Nervosa (AN) is a severe and complex eating disorder, whose incidence has increased following the Covid 19 pandemic, straining specialized healthcare systems worldwide. Although patients often resort to compulsive exercise as a means of weight control, prolonged fasting intensifies the urge to move, leading to increased motor restlessness. Despite progress in understanding AN, interventions often overlook the crucial role that the urge to be physically active plays in reinforcing the eating disorder itself. This case series tested the feasibility of a Virtual Reality-based Running Exposure (VR-RE) protocol to target the acute urge to be physically active in inpatients with severe AN undergoing rehabilitation.</p><p><strong>Case presentations: </strong>Three female inpatients with severe AN (Body Mass Index ≤ 15 kg/m2), aged 21, 23 and 26, participated in a 4-week VR-RE protocol, involving four sessions of simulated jogging in a VR environment. Pre- and post-intervention assessments evaluated eating disorder symptoms and traits characteristics, such as compulsive exercise and physical activity addiction. Although treatment outcomes were only partially achieved and there was little change observed in clinical parameters such as weight and body-mass index, reductions in the acute urge to move were observed for all after each VR session. Additionally, reliable and clinically relevant changes were observed in drive for thinness, body- image dissatisfaction, interoceptive deficits and emotional regulation. Two patients also reported a decrease in both trait- and addictive physical activity at the end of the protocol and rehabilitation program. Qualitative feedback revealed perceived synchronization with the avatar and endorsed the protocol's potential for outpatient settings. No cybersickness was reported.</p><p><strong>Conclusion: </strong>This study presents a structured VR-based protocol targeting the acute urge to be physically active in severe AN, integrated into a rehabilitation setting. Future research with longer, personalized, and controlled trials is needed to validate its clinical utility.</p>\",\"PeriodicalId\":19239,\"journal\":{\"name\":\"Neuropsychobiology\",\"volume\":\" \",\"pages\":\"1-23\"},\"PeriodicalIF\":2.3000,\"publicationDate\":\"2025-06-24\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Neuropsychobiology\",\"FirstCategoryId\":\"102\",\"ListUrlMain\":\"https://doi.org/10.1159/000547031\",\"RegionNum\":4,\"RegionCategory\":\"心理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"NEUROSCIENCES\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Neuropsychobiology","FirstCategoryId":"102","ListUrlMain":"https://doi.org/10.1159/000547031","RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"NEUROSCIENCES","Score":null,"Total":0}
Virtual Reality- Based Running Exposure To Target The Acute Urge To Be Physically Active In Anorexia Nervosa: A Case Series.
Introduction: Anorexia Nervosa (AN) is a severe and complex eating disorder, whose incidence has increased following the Covid 19 pandemic, straining specialized healthcare systems worldwide. Although patients often resort to compulsive exercise as a means of weight control, prolonged fasting intensifies the urge to move, leading to increased motor restlessness. Despite progress in understanding AN, interventions often overlook the crucial role that the urge to be physically active plays in reinforcing the eating disorder itself. This case series tested the feasibility of a Virtual Reality-based Running Exposure (VR-RE) protocol to target the acute urge to be physically active in inpatients with severe AN undergoing rehabilitation.
Case presentations: Three female inpatients with severe AN (Body Mass Index ≤ 15 kg/m2), aged 21, 23 and 26, participated in a 4-week VR-RE protocol, involving four sessions of simulated jogging in a VR environment. Pre- and post-intervention assessments evaluated eating disorder symptoms and traits characteristics, such as compulsive exercise and physical activity addiction. Although treatment outcomes were only partially achieved and there was little change observed in clinical parameters such as weight and body-mass index, reductions in the acute urge to move were observed for all after each VR session. Additionally, reliable and clinically relevant changes were observed in drive for thinness, body- image dissatisfaction, interoceptive deficits and emotional regulation. Two patients also reported a decrease in both trait- and addictive physical activity at the end of the protocol and rehabilitation program. Qualitative feedback revealed perceived synchronization with the avatar and endorsed the protocol's potential for outpatient settings. No cybersickness was reported.
Conclusion: This study presents a structured VR-based protocol targeting the acute urge to be physically active in severe AN, integrated into a rehabilitation setting. Future research with longer, personalized, and controlled trials is needed to validate its clinical utility.
期刊介绍:
The biological approach to mental disorders continues to yield innovative findings of clinical importance, particularly if methodologies are combined. This journal collects high quality empirical studies from various experimental and clinical approaches in the fields of Biological Psychiatry, Biological Psychology and Neuropsychology. It features original, clinical and basic research in the fields of neurophysiology and functional imaging, neuropharmacology and neurochemistry, neuroendocrinology and neuroimmunology, genetics and their relationships with normal psychology and psychopathology. In addition, the reader will find studies on animal models of mental disorders and therapeutic interventions, and pharmacoelectroencephalographic studies. Regular reviews report new methodologic approaches, and selected case reports provide hints for future research. ''Neuropsychobiology'' is a complete record of strategies and methodologies employed to study the biological basis of mental functions including their interactions with psychological and social factors.