Virtual reality may help with depression, but is it just a placebo effect? Image credit: Maskot/Getty Images. A new study from Stanford University shows that virtual reality treatment for major depressive disorder is as effective as current first-line treatments. However, there are some indications in this study that the benefits of virtual reality systems may include: Further investigation is warranted and may result in the addition of virtual reality to existing treatments.
A new study investigates the use of augmented reality headsets in the treatment of major depressive disorder.
The authors of the study, published in JMIR Mental Health, found that virtual reality treatment shows promise and can produce results comparable to current telemedicine treatments for depression.
Augmented reality (XR) places the headset wearer in a synthetic visual and audio virtual reality (VR) environment.
The current study compared the effectiveness of behavioral activation therapy, one of the current first-line interventions for major depressive disorder (MDD), with an augmented reality-enhanced version, called “XR-BA” in the study. .
Researchers suggest that XR-BA therapy may provide a more enjoyable treatment and encourage patients to continue receiving treatment.
The primary measure used in this study was the score of participants' responses to the Patient Health Questionnaire (PHQ-9) administered over the telephone. Higher PHQ-9 scores indicate more severe MDD.
The study involved 26 participants who were randomly assigned to receive either a 3-week, 4-session behavioral activation therapy group or a similarly structured session of XR-BA therapy. XR-BA participants were fitted with Meta Quest 2 virtual reality headsets.
The mean age of the participants was 50.3 years ± 17 years. Of these, 73% were female, 23% were male, and 4% were non-binary or a third gender.
Both groups showed similar statistically significant reductions in PHQ-9 scores and symptom severity from the start to the end of the study.
In the XR-BA group, PHQ-9 scores decreased even before the first session, suggesting positive feelings toward the upcoming trial and a placebo effect.
For MDD patients interested in new technology, XR-BA therapy may offer therapeutic content in an attractive environment.
Lead author Margot Paul, Ph.D., M.S., Clinical Assistant Professor, Department of Psychiatry and Behavioral Sciences, Stanford University, explained in a press release:
“Clinicians can use XR as a therapeutic tool to motivate clients to actively participate in psychotherapy treatment by completing new, fun, and accessible “homework.” These results indicate that XR has the potential to help destigmatize mental health care and reduce barriers to individuals seeking care. ”
Dr. Sherif Tekin, an assistant professor at the Center for Bioethics and Humanities at Upstate Medical University in New York who was not involved in the study, said the placebo effect may have something to do with the better mental health of XR-BAs. No, he told Medical News Today. The impact is worth further investigation.
“From both research and patient first-person reports, we believe that active involvement in one's own recovery process strengthens patients' sense of agency and control and command over their environment and lives. “We know that,” Dr. Tekin said.
After undergoing sometimes difficult training in navigating the VR world, those undergoing XR-BA treatment were offered a wide range of engaging activities.
These include playing magical board games, practicing mastery games, solving clue-based puzzles, dancing to music, and playing mini-golf on your own or with others. This includes having the opportunity to play.
Tekin suggested that XR-BA could be an “antidote to the mood of depression.”
“Typically, individuals withdraw from activities they previously enjoyed, become further isolated from the community, and become largely inactive,” she said.
However, this study found that while participants were physically pressing buttons to play the game, they felt energized, had fun, and most importantly, felt in charge. “Maybe,” Tekin speculated. “This may have contributed to the effectiveness of VR.”
“Psychiatry has a history of being very excited and having high hopes for some new form of intervention, and investing all of our research money and effort into that intervention, only to be later disappointed.” Professor Tekin said.
“We have research and a lot of testimonial evidence that when it comes to mental disorders, a combination of interventions is more likely to help patients cope with their disorders than a single intervention. “It shows,” Tekin pointed out.
“This is largely because humans are complex and it is difficult to find interventions that work for everyone,” she added.
Although it may be plausible to add XR-BA to the list of treatments above, “tread caution and ensure that patients are given the opportunity to use multiple types of treatments to find the best one.” is important,” the expert pointed out. It works for them. ”
Encouragingly, there is previous research on the use of VR for people with post-traumatic stress disorder (PTSD).
“In these studies, scenes or episodes that had a traumatic impact on veterans are simulated in VR in a more controlled environment,” Tekin reported. “this [provides] Veterans were exposed to traumatic events; [also to] You can stop VR at any time, making you feel more responsible. ”
Professor Tekin added that he believed the new research investigation was promising “as long as patients are able to receive this type of new intervention in addition to their usual treatment”.