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VR Therapy Trial Helps Treat Agoraphobia

Michael Behr

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VR therapy
By taking place in VR, the therapy bypasses the need to go outside, a major obstacle for people suffering severe psychosis.

New Research from the University of Oxford has used virtual reality (VR) technology to augment psychological therapy.

Developed by experts from the university alongside health and industry experts and funded by the National Institute for Health Research (NIHR), the automated gameChange VR programme demonstrated that it worked well for patients diagnosed with psychosis.

The biggest benefits were experienced by those with the most challenging psychological problems.

By treating patients in a VR environment, the programme helps solve a major challenge common in people diagnosed with psychosis: intense fears about being outside in everyday situations.

For many patients, these fears develop into a severe agoraphobia that means they avoid leaving the home, severely disrupting relationships with family and friends, their education, and careers.

gameChange is designed to treat this agoraphobia and help patients re-engage with day-to-day activities. It takes them from a housebound existence to life back in the world outside.

In addition, because the programme uses a virtual coach, more patients can potentially be treated.

The results of the gameChange programme led to significant reductions in the avoidance of everyday situations and in distress.

However, the patients who benefitted most significantly were those who found it hardest to leave the house, and those with most psychiatric symptoms, such as severe anxiety, depression, delusions, and hallucinations. These patients experienced large benefits – for example, being able to undertake activities they had previously found unthinkable.

These benefits were maintained at the six-month follow-up. Patient feedback showed that the treatment was very popular, with very high up-take rates.

Furthermore, Access to effective psychological therapies has been hampered by a shortage of clinicians. The problem is especially acute for people with severe mental health difficulties, such as psychosis.

Automated VR, with an in-built virtual coach, offers an innovative and effective way out of this impasse.


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Professor Daniel Freeman from the university’s Department of Psychiatry and NIHR Senior Investigator said: “Virtual reality psychological therapy has come of age with gameChange. Over the past 25 years VR has been used in a small number of specialist mental healthcare clinics. It has supported in-person therapy delivered by a clinician.

“However, with gameChange, the therapy is built in, so it can be overseen by a range of staff. And it can be delivered in a variety of settings, including patients’ homes.

“We are delighted that gameChange has produced excellent results for people with some of the most challenging mental health problems. Individuals who were largely housebound have got back outside.

“Using today’s affordable and easy-to-use consumer VR equipment, we think gameChange will lead a transformation in the digital provision of evidence-based psychological therapy, with deployment at scale for treatments that really work.”


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Michael Behr

Senior Staff Writer

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