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Guingo, E.; Debeurme, M. H.; Santos, R. P.; Addab, S.; Rainville, P.; Bouchard, S.; Chougui, K.; Tsimicalis, A.; Nault, M. -L.; Ducruet, T.; Ledjiar, O.; Noel, M.; St-Arneault, K.; Cotes-Turpin, C.; Hung, N.; Ouimet, P.; Parent, S.; Gardner, J.; Bernstein, M.; May, S. Le
Efficacy of Virtual Reality vs. Tablet Games for Pain and Anxiety in Children Undergoing Bone Pins Removal: Randomised Clinical Trial Article de journal
Dans: Journal of Advanced Nursing, vol. 82, no 2, p. 1791–1802, 2026, ISSN: 03092402 (ISSN).
Résumé | Liens | BibTeX | Étiquettes: Adolescent, analgesia, Anxiety, Bone Nails, Child, Children, clinical trial, comparative study, controlled study, female, human, Humans, intramedullary nailing, male, multicenter study, Pain Management, procedural pain, procedures, randomized controlled trial, Therapy, video game, Video Games, virtual reality
@article{guingo_efficacy_2026,
title = {Efficacy of Virtual Reality vs. Tablet Games for Pain and Anxiety in Children Undergoing Bone Pins Removal: Randomised Clinical Trial},
author = {E. Guingo and M. H. Debeurme and R. P. Santos and S. Addab and P. Rainville and S. Bouchard and K. Chougui and A. Tsimicalis and M. -L. Nault and T. Ducruet and O. Ledjiar and M. Noel and K. St-Arneault and C. Cotes-Turpin and N. Hung and P. Ouimet and S. Parent and J. Gardner and M. Bernstein and S. Le May},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105004216228&doi=10.1111%2Fjan.16991&partnerID=40&md5=9200a82b5c9572abcc5170e9c9d6142b},
doi = {10.1111/jan.16991},
issn = {03092402 (ISSN)},
year = {2026},
date = {2026-01-01},
journal = {Journal of Advanced Nursing},
volume = {82},
number = {2},
pages = {1791–1802},
abstract = {Aims: To verify the efficacy of virtual reality compared to tablet games for pain and anxiety management in children undergoing percutaneous bone pin and/or suture removal procedures. Design: Randomised clinical trial using two parallel groups: (1) virtual reality or (2) tablet game. Methods: Three-center, randomised pragmatic clinical trial, using a parallel design with two groups (experimental group: immersive virtual reality; active comparator: tablet games). Children aged 6–17 requiring percutaneous pins and/or sutures were recruited between 2020 and 2022 from three outpatient orthopaedic clinics in paediatric hospitals. Pain was measured with the Numerical Rating Scale and anxiety with the Child Fear Scale before and immediately after the procedure. Results: A total of 188 participants were assigned to either the virtual reality group (96 participants) or the tablet group (92 participants). At the first assessment, there was no noticeable difference between the two groups in terms of pain or anxiety levels. However, further analysis revealed that participants aged 13 and older in the virtual reality group experienced significantly lower anxiety. Conclusion: Virtual reality was not more efficacious than games on a tablet for pain and anxiety of children undergoing removal of bone pins or sutures. However, virtual reality demonstrated a benefit in reducing anxiety for teenagers, particularly those aged 13-older. Implication for the Professional and/or Patient Care: Virtual reality games provide an immersive, non-pharmacological alternative of for anxiety management of teenagers during pins and/or sutures removal. Impact: This study showed that a virtual reality game may help reduce anxiety during pins and/or sutures removal procedures in patients aged 13 years and older. Reporting Method: We adhered to the CONSORT checklist for reporting results. Patient or Public Contribution: A patient partner reviewed the study design, methods and final manuscript. Trial Registration: NCT03680625. © 2025 The Author(s). Journal of Advanced Nursing published by John Wiley & Sons Ltd.},
keywords = {Adolescent, analgesia, Anxiety, Bone Nails, Child, Children, clinical trial, comparative study, controlled study, female, human, Humans, intramedullary nailing, male, multicenter study, Pain Management, procedural pain, procedures, randomized controlled trial, Therapy, video game, Video Games, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Delangle, M.; Moïse-Richard, A.; Leclercq, A. -L.; Labbé, D.; Bouchard, S.; Andrews, S.; Ménard, L.
Speaking face-to-face with a virtual avatar to reduce anxiety in students who stutter: Tool development and pilot study results Article de journal
Dans: Journal of Fluency Disorders, vol. 87, 2026, ISSN: 0094730X (ISSN).
Résumé | Liens | BibTeX | Étiquettes: Adolescent, adult, Anxiety, Arousal, article, Avatar, avoidance behavior, Canada, Child, clinical article, cognitive behavioral therapy, complication, controlled study, distance learning, ecological validity, electrocardiogram, electrodermal response, exposure, female, Heart Rate, heart rate variability, human, Humans, Liebowitz Social Anxiety Scale, Likert scale, male, nonverbal communication, physiological stress, Pilot Projects, pilot study, procedures, psychology, questionnaire, randomized controlled trial, role playing, School-age children, Self Concept, Self Efficacy, self report, Signal processing, skin conductance, social anxiety, speech, student, Students, Stuttering, Therapy, treatment outcome, virtual reality, virtual reality exposure therapy
@article{delangle_speaking_2026,
title = {Speaking face-to-face with a virtual avatar to reduce anxiety in students who stutter: Tool development and pilot study results},
author = {M. Delangle and A. Moïse-Richard and A. -L. Leclercq and D. Labbé and S. Bouchard and S. Andrews and L. Ménard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105028302364&doi=10.1016%2Fj.jfludis.2026.106194&partnerID=40&md5=af0d246f9187ee19796f36456887400b},
doi = {10.1016/j.jfludis.2026.106194},
issn = {0094730X (ISSN)},
year = {2026},
date = {2026-01-01},
journal = {Journal of Fluency Disorders},
volume = {87},
abstract = {Purpose Speaking in class is challenging for students who stutter. Cognitive-behavioral therapy (CBT) with exposure in virtual reality (VR) emerges as a promising intervention for treating speaking anxiety in pediatric populations. This pilot study tested if real-time avatar-based VR can elicit anxiety responses while remaining acceptable to youth who stutter. Method Twelve students who stutter (aged 9–18) were randomly assigned to a single training session conducted either (1) in VR with a realistic avatar controlled live by their SLP, or (2) in role-play with their SLP, before facing a real actor. We assessed system acceptability, anxiety levels and perceived self-efficacy. Results The VR system was well accepted and elicited physiological arousal comparable to real-life interactions. Although participants reported experiencing less anxiety during VR, skin conductance level showed higher arousal; suggesting a divergence between the subjective report and physiological response. Finally, one training session (either in VR or with the SLP) did not produce gains in self-efficacy or decrease in anxiety related to the final real-actor conversation. Conclusion This study demonstrates evidence that the potential use of immersive VR could represent an acceptable and viable complementary strategy for SLP treatment, that could control exposure parameters while evoking physiological responses similar to real-life contexts. The differences between subjective and physiological measures suggest that VR is inducing anxiety responses differently than it was perceived. Further research could investigate the use of VR as anxiety interventions for students who stutter and should be explored across multi-session studies to understand their therapeutic effect. © 2026 The Authors.},
keywords = {Adolescent, adult, Anxiety, Arousal, article, Avatar, avoidance behavior, Canada, Child, clinical article, cognitive behavioral therapy, complication, controlled study, distance learning, ecological validity, electrocardiogram, electrodermal response, exposure, female, Heart Rate, heart rate variability, human, Humans, Liebowitz Social Anxiety Scale, Likert scale, male, nonverbal communication, physiological stress, Pilot Projects, pilot study, procedures, psychology, questionnaire, randomized controlled trial, role playing, School-age children, Self Concept, Self Efficacy, self report, Signal processing, skin conductance, social anxiety, speech, student, Students, Stuttering, Therapy, treatment outcome, virtual reality, virtual reality exposure therapy},
pubstate = {published},
tppubtype = {article}
}
Monthuy-Blanc, J.; Fortin, G.; Corno, G.; Bouchard, S.
Dans: Frontiers in Psychology, vol. 16, 2026, ISSN: 16641078 (ISSN).
Résumé | Liens | BibTeX | Étiquettes: body dissatisfaction, dysfunctional eating attitude and behaviors, eating concerns, eating pathology, physical self-perceptions, self-esteem, shape concerns, virtual reality
@article{monthuy-blanc_examining_2026,
title = {Examining the distinctiveness of body image and self-related constructs in eating disorders using virtual reality: the role of shape concerns, physical self-worth, and global self-worth},
author = {J. Monthuy-Blanc and G. Fortin and G. Corno and S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105029796609&doi=10.3389%2Ffpsyg.2025.1649698&partnerID=40&md5=6051a2b03589f05fea165ff9d1d84200},
doi = {10.3389/fpsyg.2025.1649698},
issn = {16641078 (ISSN)},
year = {2026},
date = {2026-01-01},
journal = {Frontiers in Psychology},
volume = {16},
abstract = {Introduction: In Western culture, the female body is commonly socially perceived as an object of evaluation, causing women to frequently evaluate their self-worth based on their physical appearance. Since the last decade, the use of virtual reality (VR) helped clarify the intricate interplay between broader self-related dimensions and dysfunctional eating attitudes and behaviors in women with eating disorders (EDs). The first objective of this study explores the role of body image attitudes (i.e., perceived physical attractiveness, body shape concerns), global self-worth, and physical self-worth in determining visual-perceptual body image representations (i.e., allocentric and egocentric ideal and self-perceived body size) and visual-perceptual body image disturbances (i.e., allocentric and egocentric visual-perceptual body dissatisfaction) in a sample of women with EDs. Additionally, the second objective is to explore the role of body image variables (in terms of attitudes: perceived physical attractiveness, body shape concerns; and in terms of visual-perceptual body image disturbances), global self-worth, physical self-worth, in determining dysfunctional eating attitudes and behaviors (i.e., eating concerns, restraint, and bulimia) in women with EDs. Methods: The sample involved 96 self-identified female participants. Pearson's bivariate correlations and multiple linear regressions analyses were conducted to investigate the study's objectives. A VR-based figure rating scale was used to perform visual depictive body size estimation tasks in an allocentric and egocentric perspectives. Results: The findings indicate that physical self-worth and shape concerns are the primary variables related to visual-perceptual body image dissatisfaction. Shape concerns is also associated with eating concerns. Discussion: This study emphasizes the critical role of physical self-worth and shape concerns as common variables of interest in relation to both visual-perceptual body image representations and disturbances, as well as shape concerns for dysfunctional eating attitudes and behaviors. These findings clarify the understating of the intricate interplay between body image, broader self-related dimensions, and dysfunctional eating attitudes and behaviors in EDs. Copyright © 2026 Monthuy-Blanc, Fortin, Corno and Bouchard.},
keywords = {body dissatisfaction, dysfunctional eating attitude and behaviors, eating concerns, eating pathology, physical self-perceptions, self-esteem, shape concerns, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Guingo, E.; Debeurme, M. H.; Santos, R. P.; Addab, S.; Rainville, P.; Bouchard, S.; Chougui, K.; Tsimicalis, A.; Nault, M. -L.; Ducruet, T.; Ledjiar, O.; Noel, M.; St-Arneault, K.; Cotes-Turpin, C.; Hung, N.; Ouimet, P.; Parent, S.; Gardner, J.; Bernstein, M.; May, S. Le
Efficacy of Virtual Reality vs. Tablet Games for Pain and Anxiety in Children Undergoing Bone Pins Removal: Randomised Clinical Trial Article de journal
Dans: Journal of Advanced Nursing, 2025, ISSN: 03092402 (ISSN), (Publisher: John Wiley and Sons Inc).
Résumé | Liens | BibTeX | Étiquettes: Anxiety, Children, Pain Management, procedural pain, virtual reality
@article{guingo_efficacy_2025,
title = {Efficacy of Virtual Reality vs. Tablet Games for Pain and Anxiety in Children Undergoing Bone Pins Removal: Randomised Clinical Trial},
author = {E. Guingo and M. H. Debeurme and R. P. Santos and S. Addab and P. Rainville and S. Bouchard and K. Chougui and A. Tsimicalis and M. -L. Nault and T. Ducruet and O. Ledjiar and M. Noel and K. St-Arneault and C. Cotes-Turpin and N. Hung and P. Ouimet and S. Parent and J. Gardner and M. Bernstein and S. Le May},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105004216228&doi=10.1111%2fjan.16991&partnerID=40&md5=4862f57a6a524f825f04fb1a70bb5a21},
doi = {10.1111/jan.16991},
issn = {03092402 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {Journal of Advanced Nursing},
abstract = {Aims: To verify the efficacy of virtual reality compared to tablet games for pain and anxiety management in children undergoing percutaneous bone pin and/or suture removal procedures. Design: Randomised clinical trial using two parallel groups: (1) virtual reality or (2) tablet game. Methods: Three-center, randomised pragmatic clinical trial, using a parallel design with two groups (experimental group: immersive virtual reality; active comparator: tablet games). Children aged 6–17 requiring percutaneous pins and/or sutures were recruited between 2020 and 2022 from three outpatient orthopaedic clinics in paediatric hospitals. Pain was measured with the Numerical Rating Scale and anxiety with the Child Fear Scale before and immediately after the procedure. Results: A total of 188 participants were assigned to either the virtual reality group (96 participants) or the tablet group (92 participants). At the first assessment, there was no noticeable difference between the two groups in terms of pain or anxiety levels. However, further analysis revealed that participants aged 13 and older in the virtual reality group experienced significantly lower anxiety. Conclusion: Virtual reality was not more efficacious than games on a tablet for pain and anxiety of children undergoing removal of bone pins or sutures. However, virtual reality demonstrated a benefit in reducing anxiety for teenagers, particularly those aged 13-older. Implication for the Professional and/or Patient Care: Virtual reality games provide an immersive, non-pharmacological alternative of for anxiety management of teenagers during pins and/or sutures removal. Impact: This study showed that a virtual reality game may help reduce anxiety during pins and/or sutures removal procedures in patients aged 13 years and older. Reporting Method: We adhered to the CONSORT checklist for reporting results. Patient or Public Contribution: A patient partner reviewed the study design, methods and final manuscript. Trial Registration: NCT03680625. © 2025 The Author(s). Journal of Advanced Nursing published by John Wiley & Sons Ltd.},
note = {Publisher: John Wiley and Sons Inc},
keywords = {Anxiety, Children, Pain Management, procedural pain, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Onita, C. A.; Matei, D. -V.; Chelarasu, E.; Lupu, R. G.; Petrescu-Miron, D.; Visnevschi, A.; Vudu, S.; Corciova, C.; Fuior, R.; Tupita, N.; Bouchard, S.; Mocanu, V.
Virtual Reality Trier Social Stress and Virtual Supermarket Exposure: Electrocardiogram Correlates of Food Craving and Eating Traits in Adolescents Article de journal
Dans: Nutrients, vol. 17, no 24, 2025, ISSN: 20726643 (ISSN).
Résumé | Liens | BibTeX | Étiquettes: acute stress, Adolescent, Adolescents, adult, article, controlled study, craving, decision making, Eating, eating behavior, ecological validity, electrocardiogram, electrocardiogram (ECG) parameters, Electrocardiography, feeding behavior, female, food craving, food preference, Food Preferences, Heart Rate, human, Humans, hyperphagia, male, mental stress, motivation, normal human, overnutrition, pathophysiology, Perceived Stress Scale, personalized nutrition, physiological stress, physiology, PQ interval, Psychological, psychology, QTc interval, questionnaire, reward, simulation, social stress, Stress, supermarket, Surveys and Questionnaires, three-factor eating questionnaire (TFEQ), Three-Factor-Eating-Questionnaire, Trier Social Stress Test, virtual reality, virtual supermarket, visual analog scale
@article{onita_virtual_2025,
title = {Virtual Reality Trier Social Stress and Virtual Supermarket Exposure: Electrocardiogram Correlates of Food Craving and Eating Traits in Adolescents},
author = {C. A. Onita and D. -V. Matei and E. Chelarasu and R. G. Lupu and D. Petrescu-Miron and A. Visnevschi and S. Vudu and C. Corciova and R. Fuior and N. Tupita and S. Bouchard and V. Mocanu},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105026068857&doi=10.3390%2Fnu17243924&partnerID=40&md5=fde16e892b1a18284dc51ac869ba8ee9},
doi = {10.3390/nu17243924},
issn = {20726643 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {Nutrients},
volume = {17},
number = {24},
abstract = {Background/Objectives: Acute stress is known to influence food-related motivation and decision-making, often promoting a preference for energy-dense, palatable foods. However, traditional laboratory paradigms have limited ecological validity. This study examined the relationship between stress-induced physiological changes, eating behavior traits, and food cravings using a virtual reality (VR) adaptation of the Trier Social Stress Test (VR-TSST) followed by a VR supermarket task in adolescents. Methods: Thirty-eight adolescents (mean age 15.8 ± 0.6 years) participated in the study. Physiological parameters (HR, QT, PQ intervals) were recorded pre- and post-stress using a portable ECG device (WIWE). Perceived stress and eating behavior traits were evaluated with the Perceived Stress Scale (PSS) and the Three-Factor Eating Questionnaire (TFEQ-R21C), respectively. Immediately after the VR-TSST, participants performed a VR supermarket task in which they rated cravings for sweet, fatty, and healthy foods using visual analog scales (VAS). Paired-samples t-tests examined pre–post changes in physiological parameters, partial correlations explored associations between ECG responses and eating traits, and a 2 × 3 mixed-model Repeated Measures ANOVA assessed the effects of food type (sweet, fatty, healthy) and uncontrolled eating (UE) group (low vs. high) on post-stress cravings. Results: Acute stress induced significant increases in HR and QTc intervals (p < 0.01), confirming a robust physiological stress response. The ANOVA revealed a strong main effect of food type (F(1.93, 435.41) = 168.98, p < 0.001, η2p = 0.43), indicating that stress-induced cravings differed across food categories, with sweet foods rated highest. A significant food type × UE group interaction (F(1.93, 435.41) = 16.49, p < 0.001, η2p = 0.07) showed that adolescents with high UE exhibited greater cravings for sweet and fatty foods than those with low UE. Overall, craving levels did not differ significantly between groups. Conclusions: The findings demonstrate that acute stress selectively enhances cravings for high-reward foods, and that this effect is modulated by baseline uncontrolled eating tendencies. The combined use of VR-based stress induction and VR supermarket simulation offers an innovative, ecologically valid framework for studying stress-related eating behavior in adolescents, with potential implications for personalized nutrition and the prevention of stress-induced overeating. © 2025 by the authors.},
keywords = {acute stress, Adolescent, Adolescents, adult, article, controlled study, craving, decision making, Eating, eating behavior, ecological validity, electrocardiogram, electrocardiogram (ECG) parameters, Electrocardiography, feeding behavior, female, food craving, food preference, Food Preferences, Heart Rate, human, Humans, hyperphagia, male, mental stress, motivation, normal human, overnutrition, pathophysiology, Perceived Stress Scale, personalized nutrition, physiological stress, physiology, PQ interval, Psychological, psychology, QTc interval, questionnaire, reward, simulation, social stress, Stress, supermarket, Surveys and Questionnaires, three-factor eating questionnaire (TFEQ), Three-Factor-Eating-Questionnaire, Trier Social Stress Test, virtual reality, virtual supermarket, visual analog scale},
pubstate = {published},
tppubtype = {article}
}
Corno, G.; Zamora, Á.; Bouchard, S.; Baños, R.; Baillot, A.; Monthuy-Blanc, J.
Exploring Virtual Reality for Body Image Assessment and Psychological Interventions in Individuals With Obesity: a Comprehensive Review Article de journal
Dans: Obesity Reviews, 2025, ISSN: 14677881 (ISSN).
Résumé | Liens | BibTeX | Étiquettes: body image, body image disturbances, obesity, review, virtual reality
@article{corno_exploring_2025,
title = {Exploring Virtual Reality for Body Image Assessment and Psychological Interventions in Individuals With Obesity: a Comprehensive Review},
author = {G. Corno and Á. Zamora and S. Bouchard and R. Baños and A. Baillot and J. Monthuy-Blanc},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105024457568&doi=10.1111%2Fobr.70051&partnerID=40&md5=a4e0c666994e96bea80ac58862a14e09},
doi = {10.1111/obr.70051},
issn = {14677881 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {Obesity Reviews},
abstract = {Introduction: Individuals living with obesity often experience body image (BI) disturbances, which can negatively affect their quality of life and treatment outcomes. Virtual reality (VR) has emerged as a promising tool for enhancing psychological interventions, but no comprehensive review has specifically focused on VR-based studies addressing BI disturbances in this population. Methods: This comprehensive review examined studies utilizing VR for the assessment and treatment of BI disturbances in individuals with obesity. Twelve studies met the inclusion criteria. Results: Studies were categorized into three groups: (i) VR in psychological interventions for individuals with obesity, (ii) VR interventions following metabolic and bariatric surgery, and (iii) VR-based full-body illusion experiments. The primary clinical application was experiential cognitive therapy, which demonstrated greater efficacy in reducing negative BI compared with standard cognitive behavioral therapy and other treatments. Studies involving post-metabolic and bariatric surgery adults also supported VR's efficacy in reducing BI dissatisfaction, though long-term benefits were inconsistent. Full-body illusion experiments suggested that VR can help modify distorted body perceptions. However, most studies were conducted by the same research group, focused exclusively on women, and were limited to specific geographical regions, primarily Italy. Conclusion: While preliminary results suggest that VR is a promising tool for treating BI disturbances in individuals with obesity, the field remains under-researched. Notably, no studies have explored VR's potential as an assessment tool in this population. Future studies should include more diverse populations, investigate long-term outcomes, and explore potential barriers to clinical implementation. © 2025 The Author(s). Obesity Reviews published by John Wiley & Sons Ltd on behalf of World Obesity Federation.},
keywords = {body image, body image disturbances, obesity, review, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Sheehy, L.; Finestone, H.; Bouchard, S.; Dezeeuw, K.; Doering, P.; Dunlop, N.; Sveistrup, H.
Immersive Virtual Reality Experiences can Decrease Pain and Distress in Patients Living in Complex Care Article de journal
Dans: Annual Review of CyberTherapy and Telemedicine, vol. 23, p. 272–278, 2025, ISSN: 15548716 (ISSN).
Résumé | Liens | BibTeX | Étiquettes: adult, aged, article, chronic pain, clinical article, complex care, controlled study, discomfort, distress syndrome, female, human, immersion, male, Mood, nausea, Pain, patient care, quality of life, virtual reality, wound care
@article{sheehy_immersive_2025,
title = {Immersive Virtual Reality Experiences can Decrease Pain and Distress in Patients Living in Complex Care},
author = {L. Sheehy and H. Finestone and S. Bouchard and K. Dezeeuw and P. Doering and N. Dunlop and H. Sveistrup},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105023893911&partnerID=40&md5=cf29113c44db0b13e00df2e34acbc141},
issn = {15548716 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {Annual Review of CyberTherapy and Telemedicine},
volume = {23},
pages = {272–278},
abstract = {Patients living in complex care (CC) frequently experience pain. The study goals were to assess the feasibility of using virtual reality (VR), and the potential for VR to impact pain, mood, and quality of life in two groups of patients living in CC, those experiencing acute pain during wound dressing changes and those experiencing chronic pain. Participants were offered 30 minutes of immersive, passive VR experiences using a Meta Quest 2 headset, 3 times/week for 3 weeks. Pain and mood were assessed pre, during and post each VR session. Pain, mood and quality of life were assessed before and after the 3-week intervention. Feasibility was assessed after each session. Three women (average age 66.3) with wound dressing changes completed an average of 3.7 sessions (25.5 minutes/session). Two-thirds experienced meaningful declines in pain with VR. Seventeen participants (6 men, 11 women, average age 58.4) with chronic pain completed an average of 3.1 sessions (21.4 minutes/session). Pain was significantly decreased from pre to post VR and pre to during VR. Mood and quality of life did not change. Both groups had low levels of discomfort and nausea, and high levels of satisfaction and immersiveness. Most participants enjoyed the experience and appreciated the immersion. It was challenging to adapt the headset to patients in non-seated positions who could not use VR controllers. VR is a promising modality to manage pain in patients living in CC. More work needs to be done to confirm the results and implement VR in clinical settings. © 2025, Interactive Media Institute. All rights reserved.},
keywords = {adult, aged, article, chronic pain, clinical article, complex care, controlled study, discomfort, distress syndrome, female, human, immersion, male, Mood, nausea, Pain, patient care, quality of life, virtual reality, wound care},
pubstate = {published},
tppubtype = {article}
}
Ørskov, P. T.; Runge, E.; Sainte-Marie, T. T. H.; Ernst, M. T.; Clemmensen, L.; Dalsgaard, C. H.; Lichtenstein, M. B.; Bouchard, S.
Virtual reality-based exposure with 360° video as part of cognitive behavioral therapy for social anxiety disorder: a three-arm randomized controlled trial Article de journal
Dans: Frontiers in Virtual Reality, vol. 6, 2025, ISSN: 26734192 (ISSN), (Publisher: Frontiers Media SA).
Résumé | Liens | BibTeX | Étiquettes: 360° video, cognitive behavioral therapy, exposure, randomized controlled trial, social anxiety disorder, virtual reality
@article{orskov_virtual_2025,
title = {Virtual reality-based exposure with 360° video as part of cognitive behavioral therapy for social anxiety disorder: a three-arm randomized controlled trial},
author = {P. T. Ørskov and E. Runge and T. T. H. Sainte-Marie and M. T. Ernst and L. Clemmensen and C. H. Dalsgaard and M. B. Lichtenstein and S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105009844371&doi=10.3389%2Ffrvir.2025.1588181&partnerID=40&md5=eb28bc502f030b1af4bff5592815253b},
doi = {10.3389/frvir.2025.1588181},
issn = {26734192 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {Frontiers in Virtual Reality},
volume = {6},
abstract = {Background: Social anxiety disorder (SAD) has a high prevalence and an early onset. It often persists well into adulthood, turning into a chronic disorder. Cognitive behavioral therapy (CBT) is effective in treating SAD, but real-life exposure conducted as part of CBT is often costly and time-consuming, and imaginary exposure might lack realism and intensity. Virtual reality (VR)-based exposure using 360° video offers a promising way to deliver exposure therapy. Objective: To develop a complete psychotherapeutic treatment program including CBT with VR-based exposure using 360° videos (CBT-ExpVR) for adult patients with SAD and to test the treatment effect using the Social Interaction Anxiety Scale (SIAS) as the primary outcome. Methods: This three-arm randomized controlled trial involved 51 participants who were recruited through self-referral. The interventions took place at Center for Digital Psychiatry in Denmark. Participants were randomized via computer program to CBT-ExpVR, CBT with in vivo exposure (CBT-Exp), or an active control group offered VR relaxation (RlxVR). Afterwards, participants assigned to RlxVR were re-randomized to one of the two CBT interventions. Allocation was not blinded. Results: Intention-to-treat analysis showed that participants receiving CBT-ExpVR reported significantly fewer symptoms of social anxiety at post-treatment compared to pre-treatment, β = −14.89, 95% CI (−18.64, −11.14), p < 0.0001. At post-treatment, no difference in treatment effect was found between CBT-ExpVR and CBT-Exp, β = 3.643, 95% CI (−1.727, 9.013)},
note = {Publisher: Frontiers Media SA},
keywords = {360° video, cognitive behavioral therapy, exposure, randomized controlled trial, social anxiety disorder, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Chrétien, S.; Giroux, I.; Smith, I.; Jacques, C.; Ferland, F.; Sévigny, S.; Bouchard, S.
Emotional Regulation in Substance-Related and Addictive Disorders Treatment: A Systematic Review Article de journal
Dans: Journal of Gambling Studies, vol. 41, no 2, p. 353–448, 2025, ISSN: 10505350 (ISSN), (Publisher: Springer).
Résumé | Liens | BibTeX | Étiquettes: addiction, Addictive, Addictive disorders, behavior, cognitive behavioral therapy, drug dependence, emotion regulation, Emotional Regulation, Gambling, human, Humans, internet addiction, Internet Addiction Disorder, Intervention, Non-substance-related disorders, procedures, psychology, Substance use disorders, Substance-Related Disorders, systematic review, Therapy
@article{chretien_emotional_2025,
title = {Emotional Regulation in Substance-Related and Addictive Disorders Treatment: A Systematic Review},
author = {S. Chrétien and I. Giroux and I. Smith and C. Jacques and F. Ferland and S. Sévigny and S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85217537329&doi=10.1007%2Fs10899-024-10366-8&partnerID=40&md5=983d265abca0e51a5a20d5ce34e1696a},
doi = {10.1007/s10899-024-10366-8},
issn = {10505350 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {Journal of Gambling Studies},
volume = {41},
number = {2},
pages = {353–448},
abstract = {Emotions play an undeniable role in addictive disorders. Given the high relapse and drop-out rates still prevalent in current treatments, it is crucial to explore curative alternatives that take greater account of emotions. The primary objective of this systematic review is to gather literature related to emotion regulation in psychological addictive disorders treatments. The aim is to describe its use for individuals with behavioral (such as gambling disorder, problematic Internet gaming, and Internet addiction) or substance-related disorders. Following a screening of nearly 12,000 articles from six databases and the grey literature, 38 studies that met the selection criteria were included. The results show that 63.2% of the studies had a psychological treatment predominantly based on emotional regulation, with 81.6% (n = 31) of third-wave cognitive-behavioral interventions. The most frequently utilized intervention techniques for emotional regulation were those that facilitated an individual's awareness of their emotional state or provided psychological education to assist in identifying emotions. It would be valuable for future research to explore the most effective content for emotional regulation in treating substance-related and addictive disorders and to determine the specific client population that would benefit the most from this treatment. © The Author(s) 2025.},
note = {Publisher: Springer},
keywords = {addiction, Addictive, Addictive disorders, behavior, cognitive behavioral therapy, drug dependence, emotion regulation, Emotional Regulation, Gambling, human, Humans, internet addiction, Internet Addiction Disorder, Intervention, Non-substance-related disorders, procedures, psychology, Substance use disorders, Substance-Related Disorders, systematic review, Therapy},
pubstate = {published},
tppubtype = {article}
}
Bourbeau, F.; Bouchard, S.; Corno, G.; Monthuy-Blanc, J.
The Role of Body Image Perception on a Continuum from Dysfunctional to Healthy Eating Attitudes and Behaviors Among People Seeking Treatment Article de journal
Dans: Journal of Clinical Medicine, vol. 14, no 2, 2025, ISSN: 20770383 (ISSN), (Publisher: Multidisciplinary Digital Publishing Institute (MDPI)).
Résumé | Liens | BibTeX | Étiquettes: Adolescent, adult, aged, article, Attitude, behavior, body dissatisfaction, body dysmorphic disorder, body image, body image perception, body mass, correlation analysis, eating and attitudes and behaviors, eating disorder, Eating Disorder Examination Questionnaire, eating disorder inventory, eating habit, feeding behavior, female, healthy diet, healthy lifestyle, help seeking behavior, human, intuitive eating, major clinical study, male, Middle Aged, perception, physical attractiveness, psychological rating scale, retrospective study, Self Concept, self esteem, very elderly, virtual reality, Young Adult
@article{bourbeau_role_2025,
title = {The Role of Body Image Perception on a Continuum from Dysfunctional to Healthy Eating Attitudes and Behaviors Among People Seeking Treatment},
author = {F. Bourbeau and S. Bouchard and G. Corno and J. Monthuy-Blanc},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85216120423&doi=10.3390%2Fjcm14020597&partnerID=40&md5=be414bf29fdc6264d47a9c696954c80f},
doi = {10.3390/jcm14020597},
issn = {20770383 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {Journal of Clinical Medicine},
volume = {14},
number = {2},
abstract = {Background: Body image disturbance has been associated with various health conditions and has the potential to trigger the development of unhealthy behaviors, including dysfunctional attitudes and eating behaviors, which may evolve into eating disorders. This study explores the relationship between body image variables—such as global self-worth, physical self-worth, and physical attractiveness—and the continuum of eating attitudes and behaviors. Methods: A canonical correlation analysis was performed to assess the multivariate relationship between attitudinal and perceptual variables and the continuum of eating behaviors, with a total of 113 cases analyzed. Results: The findings indicate that intuitive eating and a positive body image (including global self-worth and physical attractiveness) are most strongly associated with the functional end of the continuum, while disordered eating behaviors and body dissatisfaction are linked to the dysfunctional end. Conclusions: These results suggest that interventions targeting the emotional and attitudinal dimensions of body dissatisfaction, whether delivered in vivo or via virtual reality (e.g., weight exposure), may facilitate a shift toward healthier, more functional eating behaviors along the continuum. © 2025 by the authors.},
note = {Publisher: Multidisciplinary Digital Publishing Institute (MDPI)},
keywords = {Adolescent, adult, aged, article, Attitude, behavior, body dissatisfaction, body dysmorphic disorder, body image, body image perception, body mass, correlation analysis, eating and attitudes and behaviors, eating disorder, Eating Disorder Examination Questionnaire, eating disorder inventory, eating habit, feeding behavior, female, healthy diet, healthy lifestyle, help seeking behavior, human, intuitive eating, major clinical study, male, Middle Aged, perception, physical attractiveness, psychological rating scale, retrospective study, Self Concept, self esteem, very elderly, virtual reality, Young Adult},
pubstate = {published},
tppubtype = {article}
}



