Professional Documents
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Literature Review
Literature Review
Olivia Archer
School of Communications
Elon University
Elon, North Carolina, USA
oarcher@elon.edu
© 2022 Copyright held by the owner/author(s). In the first section of the paper, I review the neurobiology of
BFRBs. To holistically understand manifestations of BFRBs, it is
L. Archer
important to understand the biological components surrounding in BFRBs, individuals self-report abnormal sensitivity to sensory
the behavior. I also discuss overlapping disorders that provide input. People report a higher frequency of interoceptive
insight into potential treatment options. In the following section, I sensations, higher levels of sensory intolerance, and increased
review the roles of emotion and distraction in treatments for perceptual sensitivity (Houghton et al., 2019). Research
repetitive behavior. This offers insight into features treatment surrounding repetitive behavior supports a relationship between
plans should employ to produce practical treatment plans. In the perceptual anomalies and these behaviors.
final section, I will introduce and propose serious gaming
strategies as the most effective and integral part of treating
BFRBs.
Another popular theory suggests a connection between BFRBs
2.1 Neurobiology of BFRBS and Similar Disorders and impulsivity impairment. While research does not indicate
worse motor inhibition in individuals with BFRBs, findings
indicate individuals with BFRBs may exhibit issues in particular
The most effective way to curate a treatment plan for any disorder
domains of impulsivity, like delayed discounting, instead of
is to understand underlying biological deficits. While the etiology
holistically (Murphy & Flessner, 2017). These wide-ranging
of BFRBs is difficult to specify, research suggests a range of
indicators of potential varying neurobiological issues thwart
corresponding biological dysfunction associated with the disorder.
treatment development. The lack of clear pathophysiological
Understanding these biological complexities is necessary to study
targets and conflicting studies make it difficult for experts to
and design effective treatment options focused on the proper area
develop targeted treatment plans (Murphy & Flessner, 2017).
of concern. The neural components of this disorder suggest better-
Consequently, there are no first-line curative medications
adapted and suited courses of treatment. Potential problematic
available for patients with these disorders (Skurya et al., 2020).
areas include issues with reward processing, excessive sensory
Selective serotonin reuptake inhibitors (SSRIs), however, are
sensitivity and difficulty regulating sensory inputs, and resulting
commonly used with mixed results.
impulsivity.
Another area of growing evidence links BFRBs to excessive Other considerable factors when making treatment plans for a
sensory sensitivity and difficulty regulating sensory inputs lesser known disorder involves examining similar disorders and
(Houghton et al., 2019). Neurobiological evidence also suggests their respective regimens. Since the field of BFRBs and
deficits in feed-forward inhibition. The pulling and picking corresponding treatment options are largely unexplored and do not
associated with BFRBs once considered facets of poor behavioral maintain high efficacy rates, similar disorders offer deeper insight
inhibition suggest additional non-motor-related causes. Pulling and findings. The similarity of Tourette's, BFRBs, and OCD lie in
and picking are maintained through sensory reinforcement which the semi-voluntary actions, similar trigger profiles, and the relief
alleviates stress by producing short-term rewarding feelings. stemming from the sensation, and the sensory stimulation itself
Therefore, people typically note somatic urges to engage in (O’Connor et al., 2018). Prevalence rates of comorbid OCD and
picking/pulling. Despite unexplored sensory mechanisms involved
The Future of Body-Focused Repetitive Behavior Treatment L. Archer
BFRBs among adults range from 16-35% (Hodges, 2019). This controlling emotions include attentional control, known as a
substantial statistic indicates the potential for shared treatment distraction, or cognitive change, known as reappraisal (Kanske et
options between these disorders. al., 2011). Kanske et al. demonstrated effectiveness in both
regulation strategies in downregulating emotional responses to
OCD has been the subject of elemental intervention for over 20 both positive and negative stimuli. Notably, each regulation
years (Murphy et al., 2016). Moderate cases of OCD are typically strategy was distinct and involved different psychological
combatted through exposure and response prevention (ERP) mechanisms and ties to a varying pattern of connectivity (Kanske
(Hong et al., 2018). While this process is effective, the process is et al., 2011). While distraction relies on people shifting focus
drawn out and costly. To provide a more manageable and away from an emotional stimulus, reappraisal maintains focus on
available option, Hong et al. 2018 explored serious games. A pilot the emotional stimulus, while changing the meaning in relevance
mobile serious game, RAW HAND, integrated ERP principles, to the stimuli.
and notably improved OCD symptoms. After weeks of playing the
game, OCD subjects patients had notably improved symptoms as
well as decreased depressive and anxiety symptoms. This is one
example of the untapped potential games offer people with similar Another study measured the different forms of emotion regulation
neural functions or pathologies to OCD. through electrocortical responses to emotional and neutral images
over different phases (Thiruchselvam et al., 2011). Again,
Since remission of BFRBs is uncommon, a more focused and distraction encouraged an attention shift away from particularly
deliberate course of action based on neurobiology is vital for the emotionally volatile aspects of stimuli. Reappraisal aimed to re-
efficacy of treatment plans. Research on reward processing evaluate given emotional events and their EEG. The study
demonstrates how the desirability and addictiveness of pulling suggested distraction reduced emotional intensity and diminished
from dysregulated reward circuitry form maladaptive behaviors. activation in pain-related regions of the brain. Distraction proved
Excessive sensory sensitivity and difficulty regulating sensory to be a first-line defense against the emotional stimulus
inputs suggest deficits in feed-forward inhibition create unhealthy (Thiruchselvam et al., 2011). However, the study also indicated
relationships between BFRBs and the short, but immediate feeling that pushing off engagement with the stimuli through distraction
of positive reinforcement. Other evidence suggests a correlation causes greater emotional responses upon exposure to the stimulus.
between BFRBs and impulsivity impairment. However, despite
gaining a fundamental understanding of neurobiological
dysfunction and comparing similar disorders like OCD, they are
When understanding the implication of these studies, patients with
only one step towards abating symptoms of BFRBs. Beyond
BFRBs need a direct form of therapy against their viewpoints on
neurobiology and shared pathologies, emotions play a crucial role
BFRBs. For example, a study examined the prediction of
in influencing and affecting behavior.
automatic and focused skin picking (SPD) based on trait disgust
(Schielne et al., 2018). SPD is another BFRB that impacts people
2.2 Emotional Regulation Strategies mentally, physically, and emotionally. Results indicated SPD
subtypes could each be predicted by different personality traits.
Emotions play an integral role in understanding BFRBs and their Focused picking aligned with disgust proneness and behavioral
impacts and response to treatment. Emotion regulation is another self-disgust. This feeling of disgust makes people experience
commonly used model to understand and explain BFRBs. contempt towards particular stimuli and encourages avoidance,
According to the model, BFRBs are characterized by global clearing, grooming, and distancing. Behavioral self-disgust is
deficits in emotion regulation (Snorrason et al., 2010). This theory when individuals consider their behavior repulsive (Schielne et
asserts that BFRBs act as a coping mechanism to relieve negative al., 2018). These feelings of disgust are misguided and need to be
feelings. Instead of the behavior acting as reinforcement, it is the addressed directly through reappraisal. Other similarly echoed
sense of relief from the behavior that perpetuated the behavior. A ideas about the importance of reappraisal note a positive first step
stimulus model offers an understanding of the disorder as a in treatment is removing the stigma of embarrassment surrounding
soothing mechanism and means of regulation (Snorrason et al., BFRBs (Steward and Lipner, 2020).
2010). An individual may experience peaking and crashing waves
of emotion and seek a feeling of regularity and homeostasis.
Regulation of emotion is an extremely important and adaptive Patients potentially respond differently to the treatment of their
process within social environments. The two main attempts at BFRBs due to their individualized application of emotional
L. Archer
regulation. BFRBs engineered a negative correlation between people face require innovative solutions, which account for the
carrying out a bad habit and receiving a positive response from rise in popularity of video game-inspired software to address
their body. Therefore, BFRBs act as de-stressing coping issues. These apps are based around gamification, which is the
mechanisms that reinforce bad behavior. These emotions are “use of game design elements in nongame contexts” (Morford et
managed through distraction and reappraisal. While each al., 2014). The efforts of gamification attempt to redesign daily
regulation strategy demonstrates effectiveness in downregulating activities while implementing methods in game design.
emotional responses, pushing off emotion through distraction Gamification has been applied in different contexts including
causes greater emotional responses upon exposure to the stimulus. education, energy conservation, health, and fitness (Morford et al.,
This suggests patients need a straightforward way to engage with 2014). However, the most common application of gamification is
the emotion of their BFRBs to reframe their feelings through related to health and fitness (Kamal et al., 2011). Gaming offers a
reappraisal. BFRBs cannot be solved without addressing the hands-on, inventive, and nontraditional solution to people who
emotional component, which is why gaming technology struggle with BFRBs.
continually integrates emotion to get the best results.
Game mechanics are already interconnected into daily practices
and routines demonstrating their practicality and ease of
2.3 Gaming as Future of Intervention Treatment application. People (users) receive rewards for eating healthy
foods, using public transport, and practicing certain hygiene. By
Games embody important aspects of science, psychology, and curating games with particular game design elements, like
emotion that make them the perfect vehicle to transform BFRB offering suitably motivating rewards, players become motivated to
treatment. The original entertainment based industry of games change their behavior (Schuller et al., 2013). Digital games have
make them hard to trust in a more pragmatic and useful sense. the power to motivate people to perform beneficial actions like
Serious games, however, should not be viewed as a lackadaisical taking care of their bodies and minds. For example, games can be
or far-fetched last attempt as a treatment option. Games satisfy designed to help overcome addictive behaviors like substance
players’ desire for autonomy, connectedness, and control abuse and promote mindfulness (Stock et al., 2020).
(Baranowski, 2008). 60% of gamers come from the 0-34 age
demographic, and 24% spend 1.44 average hours gaming on a Changing behavior is a challenging feat, which is why a deliberate
typical day. Video games extend across a diverse audience and and strategic process is necessary. Behavior is a complex,
attract, maintain, and engage attention-which is a vital component formational process influenced by a multitude of factors, making
of effective behavior change (Baranowski, 2008). Therefore, it resistant to change and hard to alter (Thompson et al., 2010).
video games prove to be a promising solution because they offer Because of this complexity, behavioral scientists use multistep
the opportunity for extensive player involvement ranging from processes to change the mediators instead of the behavior itself.
children to adults. This medium provides a channel to encourage To properly engage players and change behavior, designers
behavior change and communicates entertaining and engaging employ entertainment and behavior change experts (Thompson et
messages. This channel also capitalizes on children’s preexisting al., 2010). These mediums work because entertainment maintains
affinity for video games. players’ attention while exposing them to behavior change
procedures.
Effective behavior-changing games are a deliberately crafted CBT
variant (Hodges, 2019). There is a rise in technological delivery of Video games also offer the individualization that basic therapy
CBT through web-based programs compared to the traditionally- lacks. Serious games motivate behavior and retain attention
delivered in-session CBT (Hodges, 2019). The uptick of surrounding more serious topics. While serious games have the
computers in the household initiated the development of mental power to change behavior, persuade, and teach information,
health therapy through technology (Li et al., 2014). With these strategies employed uniformly may not yield the same response
technologies came digital interventions with game components. from each player (Orji et al., 2017). Essentially, the effective and
These developments are practical and wide-reaching ways to persuasive strategies that motivate one player could demotivate
overcome the access barrier in the healthcare sphere, primarily others. Therefore, video games that stray from a broad approach
among younger people. will be most successful. Therapists and experts in the medical
field do not have the time or resources to craft individualized
The future of treatment options need progressive thinking, making treatment plans, making video games a solid alternative. Games
innovation invaluable capital for society. Many of the problems that use a “one size fits all” approach are deemed ineffective
The Future of Body-Focused Repetitive Behavior Treatment L. Archer
because people are motivated by different persuasion strategies Baranowski, T., Buday, R., Thompson, D. I., & Baranowski, J. (2008). Playing for
real: Video games and stories for health-related behavior
(Orji et al., 2017). For games to achieve behavioral change in
change. American Journal of Preventive Medicine, 34(1), 74-82. https://
users, they must integrate personalization models. doi.org/10.1016/j.amepre.2007.09.027
Games integrate many notable features making them worthwhile Grant, J.E., Peris, T.S., Ricketts, E.J., et al.(2022) Reward processing in
trichotillomania and skin picking disorder. Brain Imaging and Behavior
mediums to communicate treatment. Reward mechanisms in 16, 547–556. https://doi.org/10.1007/s11682-021-00533-5
games provide a sense of fun by offering an intrinsic reward to
users (Wang & Sun, 2011). Reward systems make game Hodges, R. The Relationship between Efficacious Treatments for Pediatric
mechanisms more enjoyable by setting achievable goals and Obsessive-compulsive Disorder and Body-focused Repetitive Behaviors:
A Review. Palo Alto University, 1-166 (2019).
rewarding them with an appropriate reward. Using games as a
positive behavior intervention can yield strong results. Positive Hong, J. S., Kim, S. M., Aboujaoude, E., & Han, D. H. (2018). Investigation of a
behavior interventions are more frequently and widely used in mobile “serious game” in the treatment of obsessive-compulsive
disorder: a pilot study. Games for Health Journal, 7(5), 317-326.
schools. These interventions are not limited to age and expand
https://doi.org/10.1089/g4h.2017.0158
from early childhood to high school to reduce aggression and
lessen outbreaks of disruptive behavior (Yeung et al., 2016). The Houghton, D. C., Alexander, J. R., Bauer, C. C., & Woods, D. W. (2018). Abnormal
most successful implementation plans identified sustainability and perceptual sensitivity in body-focused repetitive behaviors.
Comprehensive Psychiatry, 82, 45-52. https://
implementation fidelity components. Implementation fidelity
doi.org /10.1016/j.comppsych.2017.12.005
explains the degree to which teachers stick to the programs
intended by the developers. Sustainability refers to the longer- Houghton, D. C., Tommerdahl, M., & Woods, D. W. (2019). Increased tactile
term implementation of a practice that allows for valuable sensitivity and deficient feed-forward inhibition in pathological hair
pulling and skin picking. Behavior Research and Therapy, 120, 103433.
outcomes to be produced (Yeung et al., 2016). Serious games https://doi.org/10.1016/j.brat.2019.103433
already integrate these principles and therefore offer promising
results when supplemented with other necessary game design Kamal, N., Fels, S., Blackstock, M., & Ho, K. (2011). VivoSpace: towards health
factor and measures of CBT. behavior change using social gaming. In the International Conference
on Entertainment Computing (pp. 319-330). Springer, Berlin,
Heidelberg. https:// doi.org/10.1007/978-3-642-24500-8_35
3 CONCLUSION Kanske, P., Heissler, J., Schönfelder, S., Bongers, A., & Wessa, M. (2011). How do
you regulate emotion? Neural networks for reappraisal and distraction.
CerebralCortex,21(6),1379-1388. https://doi.org/10.1093/cercor/bhq216
Given the nonstop progression of technology, serious games offer
a novel and practical way to address BFRBs. By integrating Kowal, M., Conroy, E., Ramsbottom, N., Smithies, T., Toth, A., & Campbell, M.
important elements like reward mechanisms, positive behavior (2021). Gaming your mental health: a narrative review on mitigating
interventions, personalization, and CBT, games include targeted symptoms of depression and anxiety using commercial video games.
JMIR Serious Games, 9(2), e26575. https://doi.org/ 10.2196/26575
plans to garner better results. The future of BFRBs requires a
redirection away from conventional treatment. Experts in other Li, J., Theng, Y. L., & Foo, S. (2014). Game-based digital interventions for
fields are experimenting with the design of wearable technology. depression therapy: a systematic review and meta-analysis.
Wearables monitor the context, triggers, and consequences of Cyberpsychology, Behavior, and Social Networking, 17(8), 519-527.
https:// doi.org/10.1089/cyber.2013.0481
BFRBs and receive positive feedback (Searle et al., 2021). Other
wearables track hand position concerning the head (Son et al., Morford, Z. H., Witts, B. N., Killingsworth, K. J., & Alavosius, M. P. (2014).
2019). Regardless of the medium, people are proposing cutting- Gamification: the intersection between behavior analysis and game
design technologies. The Behavior Analyst, 37(1), 25-40.
edge and more technology-based ideas for treatment options.
https://doi.org/10.1007/s40614-014-0006-1
Serious games continue to rise in popularity and pilot games
constantly test out different versions for efficacy. People with Murphy, Y. E., & Flessner, C. A. (2017). An investigation of impulsivity in young
BFRBs need a way to overcome their problems–and the adults exhibiting body-focused repetitive behaviors. Journal of
Obsessive-Compulsive and Related Disorders, 12, 34-40.
implementation of serious games is their answer.
https://doi.org/10.1016/j.jocrd.2016.12.002
ACKNOWLEDGMENTS Murphy, Y.E., Flessner, C.A. & Smith, A.C. (2016). Relationship of body-focused
repetitive behavior disorders to OCD. Curr Treat Options Psych 3, 385–
I thank Dr. Derek Lackaff for offering guidance and providing 393 https://doi.org/10.1007/s40501-016-0097-2
insight throughout the research and writing process.
O'Connor, K., Lavoie, M., Desaulniers, B., & Audet, J. S. (2018). Cognitive
psychophysiological treatment of bodily focused repetitive behaviors in
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L. Archer
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