Background Alcohol use is the leading risk factor for premature death among young adults globally. Brief motivational interventions (BMIs) inspired by Motivational Interviewing (MI) are effective but produce modest and short-lived effects, prompting interest in ways of enhancing the effects of these interventions. Developing self-discrepancy, the perception that one’s current behavior conflicts with important values or life goals, is a key mechanism in MI. Virtual Reality (VR) has the potential to help elicit self-discrepancy by immersing users in vivid, interactive experiences that encourage deep reflection. We designed Fresh Start, a VR experience that could be used in MI sessions to help develop discrepancy and elicit change talk. This paper describes the protocol for a pilot randomized controlled trial to evaluate the tolerability, acceptability, and preliminary efficacy of Fresh Start when integrated into BMIs on hazardous drinking among young adults. Methods Hazardous drinking young adults (N=120; ages 18–34) referred to the University of Alabama’s Collegiate Recovery and Intervention Services will be randomized 1:1 to: (1) BMI with VR (Fresh Start) or (2) time-matched BMI only (control). Tolerability, acceptability, and feasibility of the VR experience will be assessed in a post-session survey. Alcohol use and problems will be assessed at 1, 2, 3, and 6 months post-intervention. Discussion This study will produce one of the first rigorous evaluations of a VR experience designed to help build motivation to change drinking by eliciting self-discrepancy. Results will provide important data on tolerability and acceptability outcomes of VR-enhanced BMI, as well as its preliminary efficacy, which are necessary for planning a larger effectiveness trial.
T. Wray, Amy C. Traylor, M. Magill et al.· Research Square· 0 citations
Background. Cognitive behavior therapy (CBT) is efficacious for alcohol use disorder (AUD). Virtual reality could augment CBT by immersing patients in relevant situations, scenarios, or exercises. We sought expert consensus on the most promising applications of VR and how, when, and where it might best be used. Methods. We conducted a Delphi study with 10 experts in CBT for AUD. Round 1’s open-ended questions across 10 topics generated 89 items. In later rounds, panelists rated each item’s benefit/importance from 1 to 5. Consensus required at least 70% agreement. Items not achieving consensus were re-assessed in three subsequent survey rounds. Results. The panel reached consensus on 84 of 89 (94%) items after three rounds. Panelists endorsed VR for practicing high-risk situations, drink refusal and assertiveness skills, and trigger identification, with therapists coaching in real time. They agreed on recommendations for introducing and debriefing and agreed VR was suitable for all levels of care. Top implementation barriers were therapist reluctance, low technology confidence, training time, cost, technical support, and reimbursement. Conclusions. Findings offer a blueprint for using VR in CBT for AUD, including applications, delivery, timing, and setting, and a path to evaluating whether it improves outcomes beyond CBT alone.
T. Wray, Molly Magill, Amy C. Traylor et al.· Research Square· 0 citations
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