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1.
Community Ment Health J ; 56(4): 670-679, 2020 05.
Artículo en Inglés | MEDLINE | ID: mdl-31863224

RESUMEN

This cross-sectional study identified variables associated with continuity of care among 327 patients with mental disorders receiving services from a variety of professionals in different Quebec settings. Based on the Andersen's Behavioral Model, a linear regression analysis was performed. Attention deficit and mood disorders were negatively associated with continuity of care, while substance use disorders and quality of life revealed positive associations. Consulting a psychologist was linked to weaker continuity of care whereas visiting a drug rehabilitation center, social support, and satisfaction with services were positively related. Fostering social support, comprehensive and integrated care, and facilitating access to psychologists could lead to improved continuity of care.


Asunto(s)
Trastornos Mentales , Calidad de Vida , Continuidad de la Atención al Paciente , Estudios Transversales , Humanos , Trastornos Mentales/terapia , Quebec
2.
J Ment Health ; 29(3): 296-305, 2020 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-30862205

RESUMEN

Background: While multiple socio-demographic, clinical and service use variables have been associated with continuity of care (CoC) in patients diagnosed with mental health disorders (MHDs), little is known about how these variables may inform clinical practice and service planning.Aim: This article identified profiles of patients with MHDs to better understand their perceptions of CoC.Method: The sample for this cross-sectional study comprised 327 patients recruited by staff or self-referred from four local health networks in Quebec (Canada). Data were collected using standardized instruments, and patient medical records. A three-factor conceptual framework based on Andersen's Behavioral Model was used, integrating predisposing, needs and enabling factors.Results: Cluster analyses identified five patient profiles. Profiles that included relatively more patients with common MHDs reported less continuity than those with patients primarily affected by severe MHDs.Conclusions: Service planning and delivery should be better adapted to patient profiles in order to improve CoC, and increased access to services prioritized.


Asunto(s)
Continuidad de la Atención al Paciente/clasificación , Trastornos Mentales/clasificación , Servicios de Salud Mental , Evaluación de Necesidades , Adulto , Análisis por Conglomerados , Estudios Transversales , Femenino , Humanos , Masculino , Persona de Mediana Edad , Quebec/epidemiología
3.
Br J Psychiatry ; 210(4): 276-283, 2017 04.
Artículo en Inglés | MEDLINE | ID: mdl-27979818

RESUMEN

BackgroundPeople with social anxiety disorder (SAD) fear social interactions and may be reluctant to seek treatments involving exposure to social situations. Social exposure conducted in virtual reality (VR), embedded in individual cognitive-behavioural therapy (CBT), could be an answer.AimsTo show that conducting VR exposure in CBT for SAD is effective and is more practical for therapists than conducting exposure in vivoMethodParticipants were randomly assigned to either VR exposure (n = 17), in vivo exposure (n = 22) or waiting list (n = 20). Participants in the active arms received individual CBT for 14 weekly sessions and outcome was assessed with questionnaires and a behaviour avoidance test. (Trial registration number ISRCTN99747069)ResultsImprovements were found on the primary (Liebowitz Social Anxiety Scale) and all five secondary outcome measures in both CBT groups compared with the waiting list. Conducting exposure in VR was more effective at post-treatment than in vivo on the primary outcome measure and on one secondary measure. Improvements were maintained at the 6-month follow-up. VR was significantly more practical for therapists than in vivo exposure.ConclusionsUsing VR can be advantageous over standard CBT as a potential solution for treatment avoidance and as an efficient, cost-effective and practical medium of exposure.


Asunto(s)
Terapia Cognitivo-Conductual/métodos , Terapia Implosiva/métodos , Evaluación de Resultado en la Atención de Salud , Fobia Social/terapia , Interfaz Usuario-Computador , Adulto , Terapia Cognitivo-Conductual/instrumentación , Femenino , Humanos , Terapia Implosiva/instrumentación , Masculino , Persona de Mediana Edad
4.
J Trauma Stress ; 30(2): 157-165, 2017 04.
Artículo en Inglés | MEDLINE | ID: mdl-28422323

RESUMEN

Virtual reality has shown promising results in the treatment of posttraumatic stress disorder (PTSD) for some traumatic experiences, but sexual assault has been understudied. One important question to address is the relevance and safety of a virtual environment (VE) allowing patients to be progressively exposed to a sexual assault scenario. The aim of this study was to validate such a VE. Thirty women (victims and nonvictims of sexual assault) were randomly assigned in a counter-balanced order to 2 immersions in a virtual bar: a control scenario where the encounter with the aggressor does not lead to sexual assault and an experimental scenario where the participant is assaulted. Immersions were conducted in a fully immersive 6-wall system. Questionnaires were administered and psychophysiological measures were recorded. No adverse events were reported during or after the immersions. Repeated-measures analyses of covariance revealed a significant time effect and significantly more anxiety (Cohen's f = 0.41, large effect size) and negative affect (Cohen's f = 0.35, medium effect size) in the experimental scenario than in the control condition. Given the safety of the scenario and its potential to induce emotions, it can be further tested to document its usefulness with sexual assault victims who suffer from PTSD.


Asunto(s)
Víctimas de Crimen/psicología , Delitos Sexuales/psicología , Trastornos por Estrés Postraumático/terapia , Terapia de Exposición Mediante Realidad Virtual/métodos , Adolescente , Adulto , Análisis de Varianza , Estudios de Casos y Controles , Femenino , Humanos , Escalas de Valoración Psiquiátrica , Distribución Aleatoria , Encuestas y Cuestionarios , Adulto Joven
5.
J Prim Prev ; 34(5): 345-58, 2013 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-23943134

RESUMEN

UNLABELLED: This article reports the results of a study evaluating a book-supported primary prevention program "Dominique's Handy Tricks" for anxiety disorders in children aged 9-12 years. This cognitive-behavioural program is delivered using a combination of storybooks and workshop sessions. The originality of the program comes from the use of storybooks that were not developed specifically for anxiety management. Every session is based on a story describing characters facing common stressors and how they manage to cope with their daily problems. In our randomized control trial with 46 children, participation in the program led to a significant improvement in coping skills, perceived self-efficacy, anxiety sensitivity, as well as in symptoms of anxiety and fear. The theoretical and practical elements underlying the delivery of this primary prevention program are described. CONCLUSION: It is suggested that such an approach, without any labelling specific to anxiety disorders, can be useful in primary prevention programs.


Asunto(s)
Trastornos de Ansiedad/prevención & control , Libros , Terapia Cognitivo-Conductual/métodos , Prevención Primaria , Adaptación Psicológica , Niño , Femenino , Humanos , Masculino , Evaluación de Programas y Proyectos de Salud , Autoeficacia , Resultado del Tratamiento
6.
J Pain Res ; 13: 2213-2222, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-32943914

RESUMEN

OBJECTIVE: The aim of this study is to assess whether distraction (lack of attentional focus) and attention (cognitive load) are differentially involved in the analgesic effect of virtual reality (VR) immersions during a cold pressor test (CPT). METHODS: Thirty-one participants were randomly assigned to four experimental conditions (high and low cognitive load, attention with or without a reminder of the pain stimuli) and performed three CPTs. Pain was assessed based on the duration of the CPT (pain tolerance), a visual analog rating scale of perceived pain intensity during the CPT and the subjective pain scale of the Short form McGill Pain Questionnaire (SF-MPQ). RESULTS: The statistical analyses revealed that VR immersions were associated with less pain compared to the baseline (all p <0.001), but for the experimental manipulations, only the conditions where there was an increase in cognitive load (ie, from low cognitive load at Immersion 1 to high cognitive load at Immersion 2) were effective for increasing pain tolerance (significant Time X Conditions interaction). The interactions were not significant for pain intensity assessed with the VAS or the SF-MPQ. CONCLUSION: The results suggest that increases in cognitive load play an important role in the analgesic effect of VR immersion, although the combination of attentional focus and cognitive load may be important. Suggestions are given for designing a replication study.

7.
Front Psychol ; 11: 2164, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-32973638

RESUMEN

BACKGROUND: In the context of the COVID-19 pandemic, legislations are being modified around the world to allow patients to receive mental health services through telehealth. Unfortunately, there are no large clinical trial available to reliably document the efficacy of delivering videoconferencing psychotherapy (VCP) for people with panic disorder and agoraphobia (PDA) and whether basic psychotherapeutic processes are altered. METHODS: This 2-arm intent-to-treat non-inferiority study reports on a clinical trial on VCP and documents how therapeutic working alliance and motivation toward psychotherapy are associated to treatment outcome. We hypothesized that VCP would not be inferior to standard face-to-face (FF) cognitive behavior therapy for PDA. No specific hypothesis was stated to address working alliance and treatment mechanisms. VCP was compared to a gold-standard psychotherapy treatment for PDA, which was delivered either in person or in videoconference, with a strict tolerance criterion of about 2 points on the primary outcome measure. Seventy one adult patients were recruited. Measures of working alliance were collected after the first, fifth, and last session. Motivation toward therapy at pre-treatment and working alliance after the fifth therapy session were used as predictors of treatment outcome and compared with change in dysfunctional beliefs toward bodily sensations. RESULTS: Panic disorder, agoraphobia, fear of sensations and depressed mood all showed significant improvements and large effect-sizes from pre to post-treatment. Gains were maintained at follow-up. No significant differences were found between VCP and FF, and effect sizes were trivial for three of the four outcome measures. Non-inferiority tests confirmed that VCP was no less effective than FF therapy on the primary outcome measure and two of the three secondary outcome measures. Working alliance was very strong in VCP and did not statistically differ from FF. Working alliance and motivation did not predict treatment outcome, which was significantly predicted by the reduction in dysfunctional beliefs. The strength of the therapeutic bond was correlated with change in dysfunctional beliefs. CONCLUSION: Mental health professionals can use VCP to provide services to patients with PDA. Building and maintaining a sound working alliance should not be a source concern. Practical recommendations are formulated. ISRCTN TRIAL REGISTRATION NUMBER: ISRCTN76456442.

8.
Front Psychiatry ; 8: 27, 2017.
Artículo en Inglés | MEDLINE | ID: mdl-28286486

RESUMEN

Virtual reality (VR) can be used in the treatment of gambling disorder to provide emotionally charged contexts (e.g., induce cravings) where patients can practice cognitive behavior therapy (CBT) techniques in the safety of the therapist's office. This raises practical questions, such as whether the cravings are sufficient to be clinically useful but also manageable enough to remain clinically safe. Pilot data are also needed to test the development of a treatment manual and prepare large randomized control trials. This paper reports on three studies describing (a) cravings induced in VR compared to real gambling and a control game of skill with no money involved (N = 28 frequent gamblers and 36 infrequent gamblers); (b) the usefulness of a treatment protocol with only two CBT sessions using VR (N = 34 pathological gamblers); and (c) the safety of a four-session treatment program of CBT in VR (N = 25 pathological gamblers). Study 1 reveals that immersions in VR can elicit desire and a positive anticipation to gamble in frequent gamblers that are (a) significantly stronger than for infrequent gamblers and for playing a control game of skill and (b) as strong as for gambling on a real video lottery terminal. Study 2 documents the feasibility of integrating VR in CBT, its usefulness in identifying more high-risk situations and dysfunctional thoughts, how inducing cravings during relapse prevention exercises significantly relates to treatment outcome, and the safety of the procedure in terms of cybersickness. Results from Study 3 confirm that, compared to inducing urges to gamble in imagination, using VR does not lead to urges that are stronger, last longer, or feel more out of control. Outcome data and effect sizes are reported for both randomized control pilot trials conducted in inpatient settings. Suggestions for future research are provided, including on increasing the number of VR sessions in the treatment program.

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