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Trial shows virtual reality treatment helps psychosis patients

vr

Virtual reality (VR) technology can reduce psychosis patients’ distress and avoidance of everyday situations, according to the largest-ever clinical trial of VR therapy for mental health.

Participants with the most challenging conditions such as severe anxiety, depression, delusions and hallucinations who found it hardest to leave the house saw the biggest benefits.

The gameChange trial, funded by the National Institute for Health and Social Care Research (NIHR), involved participants using a VR headset with a built-in treatment programme at home.

Led by researchers at the University of Oxford and Oxford Health NHS Foundation Trust, the gameChange program helps patients re-engage with day-to-day activities using VR headsets to practise situations such as being in a cafe, doctor’s surgery and on a bus.

Intense fears about being outside in everyday situations are common in psychosis patients and can mean they avoid leaving the house, disrupting their relationships, education and careers.

A total of 346 psychosis patients were involved, including 21 from Oxfordshire and Berkshire.

One trial participant said: “If anyone has the opportunity to do the virtual reality treatment, I really would recommend it because it’s made a lot of difference to me. After seven years of illness, I do feel so much better.

“I’ve been able to make eye contact with people more, without feeling really anxious, I’ve been able to walk down a street without worrying about anyone walking towards me. I’m now able to go into a café. I feel much more confident about going on a bus. I just feel so much more confident than I was.”

Professor Daniel Freeman, the study’s lead researcher, said:  “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.”

The gameChange VR program was funded by NIHR’s Invention for Innovation programme (i4i).

Read more on the NIHR website.