Friday, November 12, 2010

Video Game Play May have Role in Reducing PTSD Flashbacks

This research provides a good starting point to explore what type of visual games may be useful to reduce PTSD flashbacks. Of special note is that it found that mere distracting games did not work and that games that involve verbal component made the flashbacks worse.

Abstract: Key Steps in Developing a Cognitive Vaccine against Traumatic Flashbacks: Visuospatial Tetris versus Verbal Pub Quiz

Flashbacks (intrusive memories of a traumatic event) are the hallmark feature of Post Traumatic Stress Disorder, however preventative interventions are lacking. Tetris may offer a ‘cognitive vaccine’ [1] against flashback development after trauma exposure. We previously reported that playing the computer game Tetris soon after viewing traumatic material reduced flashbacks compared to no-task [1]. However, two criticisms need to be addressed for clinical translation: (1) Would all games have this effect via distraction/enjoyment, or might some games even be harmful? (2) Would effects be found if administered several hours post-trauma? Accordingly, we tested Tetris versus an alternative computer game – Pub Quiz – which we hypothesized not to be helpful (Experiments 1 and 2), and extended the intervention interval to 4 hours (Experiment 2).

The trauma film paradigm was used as an experimental analog for flashback development in healthy volunteers. In both experiments, participants viewed traumatic film footage of death and injury before completing one of the following: (1) no-task control condition (2) Tetris or (3) Pub Quiz. Flashbacks were monitored for 1 week. Experiment 1: 30 min after the traumatic film, playing Tetris led to a significant reduction in flashbacks compared to no-task control, whereas Pub Quiz led to a significant increase in flashbacks. Experiment 2: 4 hours post-film, playing Tetris led to a significant reduction in flashbacks compared to no-task control, whereas Pub Quiz did not.

First, computer games can have differential effects post-trauma, as predicted by a cognitive science formulation of trauma memory. In both Experiments, playing Tetris post-trauma film reduced flashbacks. Pub Quiz did not have this effect, even increasing flashbacks in Experiment 1. Thus not all computer games are beneficial or merely distracting post-trauma - some may be harmful. Second, the beneficial effects of Tetris are retained at 4 hours post-trauma. Clinically, this delivers a feasible time-window to administer a post-trauma “cognitive vaccine”.


Emily A. Holmes*, Ella L. James, Emma J. Kilford, Catherine Deeprose

Department of Psychiatry, University of Oxford, Oxford, United Kingdom
Abstract Top
Background

Flashbacks (intrusive memories of a traumatic event) are the hallmark feature of Post Traumatic Stress Disorder, however preventative interventions are lacking. Tetris may offer a ‘cognitive vaccine’ [1] against flashback development after trauma exposure. We previously reported that playing the computer game Tetris soon after viewing traumatic material reduced flashbacks compared to no-task [1]. However, two criticisms need to be addressed for clinical translation: (1) Would all games have this effect via distraction/enjoyment, or might some games even be harmful? (2) Would effects be found if administered several hours post-trauma? Accordingly, we tested Tetris versus an alternative computer game – Pub Quiz – which we hypothesized not to be helpful (Experiments 1 and 2), and extended the intervention interval to 4 hours (Experiment 2).

Methodology/Principal Findings

The trauma film paradigm was used as an experimental analog for flashback development in healthy volunteers. In both experiments, participants viewed traumatic film footage of death and injury before completing one of the following: (1) no-task control condition (2) Tetris or (3) Pub Quiz. Flashbacks were monitored for 1 week. Experiment 1: 30 min after the traumatic film, playing Tetris led to a significant reduction in flashbacks compared to no-task control, whereas Pub Quiz led to a significant increase in flashbacks. Experiment 2: 4 hours post-film, playing Tetris led to a significant reduction in flashbacks compared to no-task control, whereas Pub Quiz did not.

Conclusions/Significance

First, computer games can have differential effects post-trauma, as predicted by a cognitive science formulation of trauma memory. In both Experiments, playing Tetris post-trauma film reduced flashbacks. Pub Quiz did not have this effect, even increasing flashbacks in Experiment 1. Thus not all computer games are beneficial or merely distracting post-trauma - some may be harmful. Second, the beneficial effects of Tetris are retained at 4 hours post-trauma. Clinically, this delivers a feasible time-window to administer a post-trauma “cognitive vaccine”."

DOD New 24/7 Outreach Contact Center for PTSD and TBI

Full Article at:
Department of Defense Outreach Contact Center Aims to Provide Help For Veterans With PTSD and Traumatic Brain Injury


By Tracey E. Schelmetic, TMCnet Contributor
November 12, 2010
"In an attempt to provide a new resource to alleviate psychological and emotional health issues as well as problems associated with traumatic brain injury for military personnel, the U.S. Department of Defense has launched a new Outreach Center that will offer round-the-clock assistance to veterans and their family members. The 24/7 Outreach Center is part of the Defense Centers of Excellence for Psychological Health and Traumatic Brain Injury, or DCoE. The Department of Defense plans to ensure the center is always staffed with trained, professional health-resource consultants.

“The DCoE call center provides specific subject-matter expertise on psychological health and traumatic brain injury,” said Lolita O'Donnell, DCoE acting director for clearinghouse, outreach and advocacy during a joint interview that took place yesterday with the Pentagon Channel and American Forces Press Service. The DCoE plans to make the new contact center's services unique by offering help in a narrow area – psychological health and traumatic brain injury – that is a current concern of deployed and returning troops, veterans and their families."

Allegations of Retaliation at Hastings Veterans Home, Administrator and Two Others Placed on Leave

Full Article at: Retaliation alleged at vets home; three placed on leave

The administrator of the Hastings Veterans Home and two others were put on leave while officials investigate the allegation.

By WARREN WOLFE, Star Tribune

"The two top administrators and an assistant at the Hastings Veterans Home have been placed on paid administrative leave while officials investigate allegations of retaliation at the state-owned home, a spokeswoman said Friday.

On leave are administrator Charles "Chip" Cox, director of nursing Connie Bell and an aide to Cox, she said. The actions were taken last week and this week.

"This doesn't necessarily mean that they did something wrong," said Anna Long, spokeswoman for the Minnesota Department of Veterans Affairs, which operates the home. "It will be easier for people to talk to us if those administration people are not present at the home."

Half of Veterans with PTSD Have never Sought Help and Half of those Seeking Help Get Inadequate Treatment

These facts really should raise many red flags. It should motivate veterans to get a confirmed diagnosis and seek a disability rating from the VA. Then they should start getting help because the thing about PTSD and TBI is that they are lifelong conditions which left untreated will get worse and aggravate other medical conditions.

Full Article at: Veterans Affairs: Half of veterans with post-traumatic stress disorder have never sought help

Posted: 11/11/2010

* By: Alicia Smith By: Alicia Smith

"The Veterans Administration says half of all veterans with post-traumatic stress disorder (PTSD) have never sought help. Of those who do, half of them receive inadequate treatment.

Thirty-five-percent of U.S. military personnel deployed to Afghanistan and Iraq since 2001 are reported to be suffering from PTSD.

Every day in the U.S., 18 veterans commit suicide. Others engage in risky behavior leading to overdosing on drugs or drunken driving."