Virtual reality is emerging as a promising tool in the treatment of psychosis, with researchers and mental health professionals advocating its benefits globally. A landmark clinical trial conducted by Daniel Freeman, a psychology professor at Oxford University, has shown that VR therapy can significantly reduce anxiety and agoraphobia in people with psychosis.
Psychosis is not a mental illness in itself but a symptom that appears as part of various mental illnesses, such as schizophrenia, bipolar disorder, and post-traumatic stress disorder. Kai Conibear, the author of "The Myth-Busting Guide to Psychosis," highlights the widespread perception that people with psychosis are inherently violent, when in reality, they are often extremely vulnerable and more likely to isolate themselves.
Freeman's trial, which included 346 people with psychosis, focused on those suffering from "extreme agoraphobic avoidance." The treatment utilizes a kind of exposure therapy, where a virtual therapist guides users through stressful scenarios to help alleviate their fears and regulate their thoughts. The study found that participants who used the gameChange software experienced significantly less distress and avoidance, with the most severely anxious patients experiencing the greatest benefits.
The use of VR in healthcare dates back to the early 1990s when it was first tested as a treatment for anxiety. However, it has taken time for researchers to build a case proving that VR, especially when combined with more traditional therapeutic methods, can exponentially improve the lives of people with psychosis.
Kim Bullock, a Stanford University researcher studying neuropsychiatrics, discovered through her own research that there was 30 years of evidence supporting VR treatments that many healthcare providers were unaware of. Bullock and her team conducted a systematic review of 23 research articles across 14 countries, which highlighted the potential of VR to reduce symptoms and improve physical health, quality of life, and psychosocial functioning in people with psychosis.
Despite the growing body of research demonstrating the efficacy of VR treatment, healthcare providers remain cautious. Bullock attributes this caution, rather than cost or logistics, as the main barrier to the widespread adoption of VR treatments. Healthcare providers often lack training in VR and may not have the opportunity to try it out, with no set standards and best practices in place.
In addition to treatment, VR is being used to educate and raise awareness about the reality of psychosis. The Mind Space Museum in Hong Kong offers visitors the opportunity to experience simulated psychosis through VR, followed by sharing sessions with peer-support workers who experience psychosis themselves. This combination of VR technology and face-to-face interaction aims to foster empathy, understanding, and education around mental health, reducing stigma and promoting mental health literacy.
As researchers in the UK, Hong Kong, Canada, and other countries continue to build a convincing case for VR treatment, Conibear believes that this technology should be more widely used. Compared to new medications and their potential side effects, VR offers a safe and promising alternative for people with psychosis. With the UK's National Health Service approving gameChange as a treatment option, the global momentum for VR therapy in psychosis treatment is growing, offering hope for those struggling with this challenging condition.