Game On! VR therapy gets first trials

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Those who have anxiety about seeing a therapist in person could soon have their fears allayed as automated virtual reality (VR) therapy has just entered first-stage clinical trials.

Pioneered by Oxford University startup Oxford VR and supported by the National Institute for Health and Care Research (NIHR) and the Oxford Health NHS Trust, the research looks to tackle a common issue found in people diagnosed with psychosis: the fear of being outside in everyday situations.

These fears can often manifest into agoraphobia - the fear of being outside, which can severely disrupt relationships or the ability to work. The results of the trial were published in The Lancet Psychiatry journal.

Known as "gameChange," the VR platform is designed to treat this type of agoraphobia and help patients re-engage with everyday activities.

Funded as part of the NIHR's Invention for Innovation (i4i) scheme, which specialises in developing new technologies for areas with high patient demand, it brings together functional therapy with the new frontier of gaming technology.

"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," Professor Daniel Freeman, the lead researcher and a Consultant Psychiatrist at Oxford Health said.

There are a number of methods for delivering the therapy to the patient, including from their own homes. Freeman states the early trials have shown promising results, particularly in those with more difficult-to-treat disorders, in helping them partake in everyday activities.

OxfordVR research has found it to be particularly effective for patients with severe agoraphobia or those suffering from anxiety, depression, or hallucinations. It also reports that it is more engaging and leads to fewer drop-outs. 

The therapy is designed to allow patients to engage in everyday activities such as shopping or going out for coffee to help them overcome their anxieties. These goal-based activities add a reward system that can help reduce anxiety and encourage patients to get back out there.

Every activity in the gameChange simulation is done in the presence of an automated mental health professional.

"Using today’s affordable and easy-to-use consumer VR equipment, we think [VR therapy] will lead a transformation in the digital provision of psychological therapy, with deployment at scale for treatments that really work," he added.

There are a number of issues plaguing the NHS's mental health units, with the most prominent being a staff shortage. This can lead to long waiting lists which can put patients more at risk.

NHS policy means they aim to get patients seeking mental health consultation to a professional "within 18 weeks," and reports suggest as many as two-thirds may have to resort to emergency options. 64% of respondents reported waiting at least 4 weeks to be seen.

People are willing to go into therapy but are unable to be seen by a specialist. Automating the process means the shortage can be directly addressed, allows for physical mental health specialists to reduce their workload and can cover while many sectors look to hire more professionals.

‘The gameChange program provides an engaging, active therapy," according to Dr Felicity White, a researcher and clinical psychologist.

"In a safe place, patients learn by doing, practising real-life activities such as buying a coffee or getting on a bus, which helps them develop the confidence to take on real-world challenges.

"Feedback from participants shows that people of all ages really enjoy the gameChange experience. They find it easy to use. And they are often amazed at the progress it has helped them to make," she added.

Patients who used the programme have reported being more confident in themselves, being able to re-engage with the outside world, and generally feeling less anxious.

The study also reports that patients suffered less stress in everyday situations while also indicating "reduced levels of paranoia" in some subjects.

- A white paper from OxfordVR about how VR can make therapy more engaging and effective can be found here. The news article, with a video on how the VR therapy works, can be found here.


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