Exploring the Potential of VR in Streamlining Mental Health Treatment Delivery: A Q&A

Exploring the Potential of VR in Streamlining Mental Health Treatment Delivery: A Q&A

Once synonymous ⁣with gaming, virtual reality (VR) ⁣has made inroads in recent years⁢ in a wide range of applications — particularly‍ in healthcare, where the‍ ability ‍to create immersive, virtual worlds has led to some remarkable advantages for patient care.

Daniel Freeman, a professor of Clinical ⁢Psychology⁣ at the University of ⁣Oxford, has ⁣conducted research ​into ⁣the use of VR as a treatment tool ‌for a range of mental health conditions, including paranoia- and anxiety-related disorders. (His work‍ has involved investigating the use of VR therapy ⁣for ⁤overcoming fear⁣ of heights and of needles, for instance.)

Freeman founded OxfordVR, ‌a spinout firm (recently merged with US-based BehaVR), which ​is⁣ responsible for gameChange,⁢ a ⁣VR-based treatment‍ for severe psychosis-related agoraphobia that’s currently in ‍trials‌ with health services​ in the UK and ⁢US. The gameChange treatment involves the use of VR by‍ house-bound⁢ patients to simulate everyday situations such as a café, pub, or bus trip. ‌It was used in a trial ​involving ⁢hundreds ‍of patients — thought to be the largest randomized, controlled⁤ trial‍ involving VR mental health treatment so far — with the results published in ‍The Lancet indicating that the automated VR ​therapy ‌led to significant ​reductions in distress related to everyday situations.

Oxford University/Oxford ⁣VR ⁤

Daniel Freeman, ‍professor of Clinical Psychology at ​the University of Oxford.

In ⁣a recent conversation with Computerworld, Freeman discussed how VR devices and applications can be used to provide effective ⁢treatment‌ to patients at a ‍time when‌ health services are⁢ struggling to meet demand. In certain cases, this⁣ includes the ability​ to automate healthcare delivery with the provision ‌of VR headsets ⁤for patient care –⁢ an increasingly realistic prospect for providers due to ​recent ⁣advances ‍in⁤ the technology and lower costs.

This interview has been edited for length ⁣and clarity.

How can⁤ VR be used as a⁢ tool for mental health ⁢or mental illness ‌treatment? What has your research ⁤shown? “There are two‌ key aspects of VR that could be hugely beneficial for mental health​ care. The​ first point is that⁤ VR is inherently a ⁤very therapeutic medium. The fact that people know⁣ it’s not real enables them greater psychological flexibility; they ‍can ‌make new learning that’s beneficial for their mental health. Rather than the⁣ awareness that ‌it’s not real‌ causing a problem, ⁤or‍ dispelling ​the benefits, ⁢this ‌is actually really useful in psychological therapy.⁢ Many of the people we see⁤ are ‌very caught up in their thoughts, ‍and‍ it’s actually a medium in which one ⁤can get a bit more distance from ​ [their inner monologue] and think anew, and learn anew. ‍So it’s inherently very therapeutic.

“The second key point ‌is⁣ that ⁤there’s potential to⁢ automate the provision of psychological therapy in ⁢VR, and thereby help close this large‍ gap between the number of people who need help and the current ⁣service provision. So I…

2023-08-19 12:00:03
Link from ⁤ www.computerworld.com ⁤rnrn

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