Virtual Reality Behavioral Activation as an Intervention for Major Depressive Disorder: Case Report

BackgroundMajor depressive disorder (MDD) is a global problem with an increasing incidence and prevalence. There has additionally been an increase in depression due to the COVID-19 pandemic. Behavioral activation is considered an evidence-based treatment for MDD. However, there are many barriers tha...

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Main Authors: Paul, Margot, Bullock, Kim, Bailenson, Jeremy
Format: Article
Language:English
Published: JMIR Publications 2020-11-01
Series:JMIR Mental Health
Online Access:https://mental.jmir.org/2020/11/e24331
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author Paul, Margot
Bullock, Kim
Bailenson, Jeremy
author_facet Paul, Margot
Bullock, Kim
Bailenson, Jeremy
author_sort Paul, Margot
collection DOAJ
description BackgroundMajor depressive disorder (MDD) is a global problem with an increasing incidence and prevalence. There has additionally been an increase in depression due to the COVID-19 pandemic. Behavioral activation is considered an evidence-based treatment for MDD. However, there are many barriers that could hinder one’s ability to engage in behavioral activation, with COVID-19 “shelter-in-place” and social distancing orders being current and large impediments. Virtual reality (VR) has been successfully used to help treat a variety of mental health conditions, but it has not yet been used as a method of administering behavioral activation to a clinical population. Using VR to engage in behavioral activation could eliminate barriers that pandemic precautions place and help decrease symptoms of depression that are especially exacerbated in these times. ObjectiveThe following case report examines the feasibility, acceptability, and tolerability of VR behavioral activation for an adult with MDD during a global pandemic. This participant was part of a larger pilot study, and the case serves as a description of the VR intervention. MethodsThe participant engaged in a weekly 50-minute psychotherapy Zoom session for 4 weeks, in which a modified behavioral activation protocol was administered using a VR headset to simulate activities. Data on mood ratings, homework compliance, and headset use were obtained from the headset. Acceptability, tolerability, and depression symptoms were obtained using self-report rating scales. ResultsThe intervention was feasible, acceptable, and tolerable, as reported by this participant. The participant’s depressive symptoms decreased by five-points on the Patient Health Questionnaire-9 over a month, with a beginning score of 10 (moderate depression) and a final score of 5 (mild depression). ConclusionsThe implications of these findings for future research are discussed. Trial RegistrationClinicalTrials.gov NCT04268316; http://clinicaltrials.gov/ct2/show/NCT04268316
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spelling doaj.art-fcdb9a03dc724a0ab715840439d82e702022-12-21T23:20:11ZengJMIR PublicationsJMIR Mental Health2368-79592020-11-01711e2433110.2196/24331Virtual Reality Behavioral Activation as an Intervention for Major Depressive Disorder: Case ReportPaul, MargotBullock, KimBailenson, JeremyBackgroundMajor depressive disorder (MDD) is a global problem with an increasing incidence and prevalence. There has additionally been an increase in depression due to the COVID-19 pandemic. Behavioral activation is considered an evidence-based treatment for MDD. However, there are many barriers that could hinder one’s ability to engage in behavioral activation, with COVID-19 “shelter-in-place” and social distancing orders being current and large impediments. Virtual reality (VR) has been successfully used to help treat a variety of mental health conditions, but it has not yet been used as a method of administering behavioral activation to a clinical population. Using VR to engage in behavioral activation could eliminate barriers that pandemic precautions place and help decrease symptoms of depression that are especially exacerbated in these times. ObjectiveThe following case report examines the feasibility, acceptability, and tolerability of VR behavioral activation for an adult with MDD during a global pandemic. This participant was part of a larger pilot study, and the case serves as a description of the VR intervention. MethodsThe participant engaged in a weekly 50-minute psychotherapy Zoom session for 4 weeks, in which a modified behavioral activation protocol was administered using a VR headset to simulate activities. Data on mood ratings, homework compliance, and headset use were obtained from the headset. Acceptability, tolerability, and depression symptoms were obtained using self-report rating scales. ResultsThe intervention was feasible, acceptable, and tolerable, as reported by this participant. The participant’s depressive symptoms decreased by five-points on the Patient Health Questionnaire-9 over a month, with a beginning score of 10 (moderate depression) and a final score of 5 (mild depression). ConclusionsThe implications of these findings for future research are discussed. Trial RegistrationClinicalTrials.gov NCT04268316; http://clinicaltrials.gov/ct2/show/NCT04268316https://mental.jmir.org/2020/11/e24331
spellingShingle Paul, Margot
Bullock, Kim
Bailenson, Jeremy
Virtual Reality Behavioral Activation as an Intervention for Major Depressive Disorder: Case Report
JMIR Mental Health
title Virtual Reality Behavioral Activation as an Intervention for Major Depressive Disorder: Case Report
title_full Virtual Reality Behavioral Activation as an Intervention for Major Depressive Disorder: Case Report
title_fullStr Virtual Reality Behavioral Activation as an Intervention for Major Depressive Disorder: Case Report
title_full_unstemmed Virtual Reality Behavioral Activation as an Intervention for Major Depressive Disorder: Case Report
title_short Virtual Reality Behavioral Activation as an Intervention for Major Depressive Disorder: Case Report
title_sort virtual reality behavioral activation as an intervention for major depressive disorder case report
url https://mental.jmir.org/2020/11/e24331
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