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Record W2990702176 · doi:10.1016/j.encep.2019.09.002

Étude de faisabilité d’une exposition thérapeutique en réalité virtuelle pour joueurs pathologiques

2019· article· fr· W2990702176 on OpenAlexafffund
Jean-Jacques Rémond, Miguel de Górgolas Hernández-Mora, C. Marseille, Gérald Mesure, Lucía Romo

Bibliographic record

VenueL Encéphale · 2019
Typearticle
Languagefr
FieldPsychology
TopicGambling Behavior and Treatments
Canadian institutionsCollège Montmorency
FundersUniversité du Québec en Outaouais
KeywordsArtHumanities

Abstract

fetched live from OpenAlex

L’exposition par immersion en réalité virtuelle (RV) pour les joueurs pathologiques est bénéfique dans le contexte des interventions cognitives et comportementales. L’objectif de l’étude était d’investiguer les possibilités mises en œuvre par la réalité virtuelle dans le cas d’une exposition pour les joueurs pathologiques pour susciter un désir de jouer et travailler avec le patient dans un milieu identique à celui écologique. Des patients (n = 10) en soins courants pour le traitement du jeu pathologique ont obtenu quatre séances d’exposition en réalité virtuelle intégrées à une prise en charge traditionnelle. Une batterie de questionnaires a été proposée pour évaluer les comportements liés au jeu (ICJP, GRCS, UPPS), analyser l’intérêt de l’exposition en réalité virtuelle (SIS, CGI, TEI, EVA) et entrevoir les capacités d’immersion (QEP et QPI). Les résultats de cette étude ont démontré la viabilité que l’exposition en réalité virtuelle peut participer à la diminution des symptômes de jeu pathologique et à la sévérité perçue par les thérapeutes (ICJP : t = 1,6 ; p = 0,001 ; CGI : t = 4,87 ; p = 0,001) entre le début de la prise en charge et la fin de la prise en charge et à J+1. Nous avons également pu observer des résultats significatifs (p < 0,05) concernant une diminution des distorsions cognitives (GRCS). Cette étude exploratoire démontre l’utilité de la réalité virtuelle pour accroître l’efficacité de la restructuration cognitive et la compréhension de l’envie de jouer liée à des stimuli au sein de l’environnement de jeu. The experiment presented is the result of a partnership between the Paris-Nanterre University (CLIPSYD laboratory, EA 4430) and the CSAPA Imagine (Simone Veil Hospital, GH Eaubonne-Montmorency). Virtual reality immersion exposure for pathological gamblers is beneficial in the context of cognitive and behavioral interventions. It can be used to evoke the desire to play and to have access to automatic thoughts and mistaken beliefs of the players when they find themselves in a gambling context. Exposure is used until the urge to play diminishes and disappears which is the process of desensitization or extinction. The objective of the study was to investigate the possibilities implemented by virtual reality in the case of an exhibition for pathological gamers to create a desire to play and work with the patient in an environment identical to the ecological one. Two hypotheses were proposed. On the one hand, the virtual reality exhibition will help to change the desire to play in relation to the game. On the other hand, virtual exhibition sessions associated with cognitive restructuring will have a greater impact on the perception of reality. After a diagnosis was made, participation in the study was offered to patients (n = 10) in routine care and able to participate (exclusion criteria). It consisted of four virtual reality exposure sessions integrated with traditional care. Exposure did not exceed 20 minutes. To carry out this study we used the virtual reality headset “Oculus Rift CV1” and the headphones measuring EEG waves, “Emotiv Epoc”. A battery of questionnaires were proposed to evaluate gambling-related behaviors (ICJP, GRCS, UPPS), to analyze the interest of the virtual reality exhibition (SIS, CGI, TEI, EVA), and to glimpse the immersion abilities (QEP and QPI). Ten participants aged 25 to 60 agreed to participate in the study. The results of this study demonstrated the viability of RV gamers’ exposure as a tool that can help reduce pathological gambling symptoms and the severity perceived by therapists (CPI: t = 1.6, P = 0.001; CGI: t = 4.87, P = 0.001) between the beginning of the care and the end of the care and at D+1. We were also able to observe significant results (P < 0.05) concerning a decrease in cognitive distortions (GRCS tot, Illusion of control, Power of prediction, Favorable interpretation). The feasibility study shows that the desire to play is very present during the virtual reality exhibition in accordance with literature studies. The results also demonstrate the utility of virtual reality to allow the patient to elaborate on the cognitive distortions associated with the practice of pathological gambling. From a therapeutic point of view, the results suggest that virtual reality can increase the effectiveness of cognitive restructuring and increase understanding of the urge to play related to stimuli in the environment of play.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.000
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesMeta-epidemiology (narrow), Insufficient payload (model declined to judge)
Consensus categoriesInsufficient payload (model declined to judge)
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: Observational
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.115
Threshold uncertainty score1.000

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0010.000
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0000.000
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0010.001
Insufficient payload (model declined to judge)0.0030.006

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.039
GPT teacher head0.363
Teacher spread0.324 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; both teacher heads agree on what is shown here.

Study designObservational
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations2
Published2019
Admission routes2
Has abstractyes

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