A Virtual Reality Game to Assess Obsessive-Compulsive Disorder (2024)

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 languageEnglish
Pages (from-to)718-722
Number of pages5
JournalCyberpsychology, Behavior, and Social Networking
Volume20
Issue number11
DOIs
Publication statusPublished - 2017

Keywords

  • Journal Article

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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.

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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.",

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author = "{van Bennekom}, {Martine J} and Kasanmoentalib, {M Soemiati} and {de Koning}, {Pelle P} and D. Denys",

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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/periodicalArticleScientificpeer-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

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DO - 10.1089/cyber.2017.0107

M3 - Article

C2 - 29125791

SN - 2152-2715

VL - 20

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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

A Virtual Reality Game to Assess Obsessive-Compulsive Disorder (2024)
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