Abstract
The retrospective and subjective nature of clinical interviews is an important shortcoming of current psychiatric diagnosis. Consequently, there is a clear need for objective and standardized tools. Virtual reality (VR) can be used to achieve controlled symptom provocation, which allows direct assessment for the clinician. We developed a video VR game to provoke and assess obsessive-compulsive disorder (OCD) symptoms in a standardized and controlled environment. The first objective was to evaluate if the VR game is capable of provoking symptoms in OCD patients as opposed to healthy controls. The second objective was to evaluate the tolerability of the VR game in OCD patients. The VR game was created using a first-person perspective and confronted patients with 15 OCD-specific items, while simultaneously measuring OCD symptoms, including the number of compulsions, anxiety, tension, uncertainty, and urge to control. In this pilot study, eight patients and eight healthy controls performed the VR game. OCD patients performed significantly more compulsions (U = 5, p = 0.003) during the VR game. The anxiety, tension, uncertainty, and urge to control in response to the specific items were also higher for OCD patients, although significance was not yet reached because of the small sample. There were no substantial adverse effects. The results of this pilot study indicate that the VR game is capable of provoking a variety of OCD symptoms in OCD patients, as opposed to healthy controls, and is a potential valuable tool to objectify and standardize an OCD diagnosis.
Original language | English |
---|---|
Pages (from-to) | 718-722 |
Number of pages | 5 |
Journal | Cyberpsychology, Behavior, and Social Networking |
Volume | 20 |
Issue number | 11 |
DOIs | |
Publication status | Published - 2017 |
Keywords
- Journal Article
Access to Document
Fingerprint
Dive into the research topics of 'A Virtual Reality Game to Assess Obsessive-Compulsive Disorder'. Together they form a unique fingerprint.
View full fingerprint
Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver
van Bennekom, M. J., Kasanmoentalib, M. S., de Koning, P. P. (2017). A Virtual Reality Game to Assess Obsessive-Compulsive Disorder. Cyberpsychology, Behavior, and Social Networking, 20(11), 718-722. https://doi.org/10.1089/cyber.2017.0107
van Bennekom, Martine J ; Kasanmoentalib, M Soemiati ; de Koning, Pelle P et al. / A Virtual Reality Game to Assess Obsessive-Compulsive Disorder. In: Cyberpsychology, Behavior, and Social Networking. 2017 ; Vol. 20, No. 11. pp. 718-722.
@article{784bddcb6b4f4f7c8f0715f0ca26971b,
title = "A Virtual Reality Game to Assess Obsessive-Compulsive Disorder",
abstract = "The retrospective and subjective nature of clinical interviews is an important shortcoming of current psychiatric diagnosis. Consequently, there is a clear need for objective and standardized tools. Virtual reality (VR) can be used to achieve controlled symptom provocation, which allows direct assessment for the clinician. We developed a video VR game to provoke and assess obsessive-compulsive disorder (OCD) symptoms in a standardized and controlled environment. The first objective was to evaluate if the VR game is capable of provoking symptoms in OCD patients as opposed to healthy controls. The second objective was to evaluate the tolerability of the VR game in OCD patients. The VR game was created using a first-person perspective and confronted patients with 15 OCD-specific items, while simultaneously measuring OCD symptoms, including the number of compulsions, anxiety, tension, uncertainty, and urge to control. In this pilot study, eight patients and eight healthy controls performed the VR game. OCD patients performed significantly more compulsions (U = 5, p = 0.003) during the VR game. The anxiety, tension, uncertainty, and urge to control in response to the specific items were also higher for OCD patients, although significance was not yet reached because of the small sample. There were no substantial adverse effects. The results of this pilot study indicate that the VR game is capable of provoking a variety of OCD symptoms in OCD patients, as opposed to healthy controls, and is a potential valuable tool to objectify and standardize an OCD diagnosis.",
keywords = "Journal Article",
author = "{van Bennekom}, {Martine J} and Kasanmoentalib, {M Soemiati} and {de Koning}, {Pelle P} and D. Denys",
year = "2017",
doi = "10.1089/cyber.2017.0107",
language = "English",
volume = "20",
pages = "718--722",
journal = "Cyberpsychology, Behavior, and Social Networking",
issn = "2152-2715",
publisher = "Mary Ann Liebert Inc.",
number = "11",
}
van Bennekom, MJ, Kasanmoentalib, MS, de Koning, PP 2017, 'A Virtual Reality Game to Assess Obsessive-Compulsive Disorder', Cyberpsychology, Behavior, and Social Networking, vol. 20, no. 11, pp. 718-722. https://doi.org/10.1089/cyber.2017.0107
A Virtual Reality Game to Assess Obsessive-Compulsive Disorder. / van Bennekom, Martine J; Kasanmoentalib, M Soemiati; de Koning, Pelle P et al.
In: Cyberpsychology, Behavior, and Social Networking, Vol. 20, No. 11, 2017, p. 718-722.
Research output: Contribution to journal/periodical › Article › Scientific › peer-review
TY - JOUR
T1 - A Virtual Reality Game to Assess Obsessive-Compulsive Disorder
AU - van Bennekom, Martine J
AU - Kasanmoentalib, M Soemiati
AU - de Koning, Pelle P
AU - Denys, D.
PY - 2017
Y1 - 2017
N2 - The retrospective and subjective nature of clinical interviews is an important shortcoming of current psychiatric diagnosis. Consequently, there is a clear need for objective and standardized tools. Virtual reality (VR) can be used to achieve controlled symptom provocation, which allows direct assessment for the clinician. We developed a video VR game to provoke and assess obsessive-compulsive disorder (OCD) symptoms in a standardized and controlled environment. The first objective was to evaluate if the VR game is capable of provoking symptoms in OCD patients as opposed to healthy controls. The second objective was to evaluate the tolerability of the VR game in OCD patients. The VR game was created using a first-person perspective and confronted patients with 15 OCD-specific items, while simultaneously measuring OCD symptoms, including the number of compulsions, anxiety, tension, uncertainty, and urge to control. In this pilot study, eight patients and eight healthy controls performed the VR game. OCD patients performed significantly more compulsions (U = 5, p = 0.003) during the VR game. The anxiety, tension, uncertainty, and urge to control in response to the specific items were also higher for OCD patients, although significance was not yet reached because of the small sample. There were no substantial adverse effects. The results of this pilot study indicate that the VR game is capable of provoking a variety of OCD symptoms in OCD patients, as opposed to healthy controls, and is a potential valuable tool to objectify and standardize an OCD diagnosis.
AB - The retrospective and subjective nature of clinical interviews is an important shortcoming of current psychiatric diagnosis. Consequently, there is a clear need for objective and standardized tools. Virtual reality (VR) can be used to achieve controlled symptom provocation, which allows direct assessment for the clinician. We developed a video VR game to provoke and assess obsessive-compulsive disorder (OCD) symptoms in a standardized and controlled environment. The first objective was to evaluate if the VR game is capable of provoking symptoms in OCD patients as opposed to healthy controls. The second objective was to evaluate the tolerability of the VR game in OCD patients. The VR game was created using a first-person perspective and confronted patients with 15 OCD-specific items, while simultaneously measuring OCD symptoms, including the number of compulsions, anxiety, tension, uncertainty, and urge to control. In this pilot study, eight patients and eight healthy controls performed the VR game. OCD patients performed significantly more compulsions (U = 5, p = 0.003) during the VR game. The anxiety, tension, uncertainty, and urge to control in response to the specific items were also higher for OCD patients, although significance was not yet reached because of the small sample. There were no substantial adverse effects. The results of this pilot study indicate that the VR game is capable of provoking a variety of OCD symptoms in OCD patients, as opposed to healthy controls, and is a potential valuable tool to objectify and standardize an OCD diagnosis.
KW - Journal Article
U2 - 10.1089/cyber.2017.0107
DO - 10.1089/cyber.2017.0107
M3 - Article
C2 - 29125791
SN - 2152-2715
VL - 20
SP - 718
EP - 722
JO - Cyberpsychology, Behavior, and Social Networking
JF - Cyberpsychology, Behavior, and Social Networking
IS - 11
ER -
van Bennekom MJ, Kasanmoentalib MS, de Koning PP, Denys D. A Virtual Reality Game to Assess Obsessive-Compulsive Disorder. Cyberpsychology, Behavior, and Social Networking. 2017;20(11):718-722. doi: 10.1089/cyber.2017.0107