Depression In February 2006 the UK's National Institute of Health and Clinical Excellence (NICE) recommended that VRT be made available for use within the
NHS across England and Wales, for patients presenting with mild/moderate depression, rather than immediately opting for
antidepressant medication. Some areas have developed, or are trialing. At Auckland University in New Zealand, a team led by Dr. Sally Merry have been developing a
computerized CBT fantasy
"serious" game to help tackle depression amongst adolescents. The game,
Sparx, has a number of features to help combat depression, where the user takes on a role of a character who travels through a fantasy world, combating "literal" negative thoughts and learning techniques to manage their depression.
Schizophrenia Avatar Therapy is a form of therapy that can be delivered through virtuality reality designed for people with schizophrenia who experience distressing auditory hallucinations, particularly hearing hostile voices. In this therapy, patients engage in real-time, face-to-face dialogue with a digital avatar that represents the voice they hear. The therapist operates the avatar, allowing it to verbally communicate with the patient in a controlled and safe environment. Over time, the patient learns to confront and reduce the power of the hallucination, often finding relief from its intensity and frequency. Avatar therapy aims to help patients gain control over their symptoms, reduce distress, and improve overall mental health. This therapy is grounded in the idea that giving a "face" and voice to auditory hallucinations can help individuals reframe their relationship with these experiences. Avatar therapy has shown promising results in clinical trials, demonstrating improvements in reducing the impact of auditory hallucinations compared to standard treatment options. It is part of a broader effort to utilize VR and other innovative technologies in mental health care for conditions like schizophrenia.
Eating disorders and body dysmorphia Virtual reality therapy has also been used to attempt to treat
eating disorders and
body dysmorphia. One study in 2013 had participants complete various tasks in virtual reality environments which could not have been easily replicated without the technology.
Gender dysphoria Early research suggests that virtual reality experiences may offer therapeutic benefits to transgender individuals experiencing
gender dysphoria. More experimentation and professional examination is needed before virtual reality could be prescribed as a treatment in practice. However, some transgender individuals have engaged in what can be characterized as an anecdotally alleviating form of self-administered, virtual
sex reassignment therapy. Digital spaces offer a form of anonymous self-expression that trans individuals, due to exposure of discrimination and violence, are not fully granted to them in real life or IRL. The sophistication of virtual reality expands on these newfound liberties by providing an avenue for those with gender dysphoria to embody their
gender identity, if it not accessible for them to do so in their real life. Through use of available VR videogames and chat rooms, those with gender dysphoria can create avatars of themselves, interact anonymously, and work towards therapeutic goals.
Acrophobia A study published in
The Lancet Psychiatry proved that virtual reality therapy can help treat
acrophobia. Over the course of the study, participants were introduced to intimidating heights in a virtual reality environment then asked to complete various activities at those heights while under the supervision and support of a coach. This study, although insufficient in terms of scope and scrutiny for direct adoption into remedial practices, surrounds future research and treatment modeling with promise, as a majority of the participants considered themselves no longer afraid of heights.
Physical therapy Stroke Research suggests that patients who had a stroke found virtual reality (VR) rehab techniques in their
Physical Therapy treatment plans very beneficial. Throughout a rehabilitation program aimed to restore and/or retain balance and walking skills, patients who have had a stroke often must relearn how to control certain muscles. In most physical therapy settings, this is done through high intensity, repetitive, and task-specific practice. Programs of this type can prove to be physically demanding, are expensive, and require several days of training per week. Additionally, regimens may seem redundant, and produce only modest and/or delayed effects in patient recovery. A physical therapy regimen using VR provides an opportunity to individualize training to fit the specific needs of the patient. While the exercises and movements required for proper motor learning can seem repetitive, using VR adds a level of intrigue and engagement for the patient. Training with VR enhances
motor learning by giving the patient opportunities to practice their movements/exercise protocol in different VR environments. VR can provide continuous visual feedback that a physical therapist may not be able to during their sessions. Results have also suggested that in addition to improvements in balance, positive effects are also seen in walking ability. In one study, patients with VR training coupled with their physical therapy program had better improvements in walking speed than others not using VR training. The most recent review about the effect of VR training on balance and gait ability showed significant benefits of VR training on gait speed,
Berg Balance Scale (BBS) scores, and
Timed "Up & Go" Test scores when VR was time dose matched to conventional therapy. For patients with PD the VR therapy: • Increased gait and balance. • Improved functions of
activities of daily living (ADL's). • Improved quality of life. • Improved cognitive function. It is speculated that these improvements occurred because the VR gave increased feedback to the patient regarding their performance during the VR sessions. VR stimulates a patient's motor and cognitive processes, both of which may be impaired as a result of the disease. Another benefit of VR is that it replicates real life scenarios, allowing patients to practice functional activities. Equally important, VR has shown to reduce pain, anxiety and depressive symptoms, as well as an increasing their treatment adherence. In other studies, the results point to the benefits of VR in relation to increased distraction, and patients reported less time thinking about pain, less intense pain and immersion, which facilitates care such as dressing changes and physiotherapy. Certain games designed for exercise have been shown to promote increases in heart rate, fatigue perception, and physical activity. In addition, it has been shown to reduce pain and increase adherence to physical therapy programs in patients with cardiovascular diseases. Finally, virtual reality and video games enhance motivation and adherence in
cardiac rehabilitation programs. Many other studies have also explored this
occupational therapy option.
Attention deficit hyperactivity disorder A
clinical trial published in the
Journal of Attention Disorders found that school age children with
ADHD who underwent a virtual classroom cognitive treatment series were able to achieve the same management of symptoms of
impulsivity and distractibility as children who were medicated with a
stimulant.
Post-traumatic stress disorder It may also be possible to use virtual reality to assist those with PTSD. The virtual reality allows the patients to relive their combat situations at different extremes as a therapist can be there with them guiding them through the process. Some scholars believe that this is an effective way to treat PTSD patients as it allows for the recreation of exactly what they experienced. "It allows for greater engagement by the patient and, consequently, greater activation of the traumatic memory, which is necessary for the extinction of the conditioned fear."
Stroke Virtual reality also has applications in the physical side of occupational therapy. For
stroke patients, various virtual reality technologies can help bring
fine control back to different muscle groups. Therapy often includes games controlled with
haptic-feedback controllers that require fine movements, such as playing piano with a virtual hand. The
Wii gaming system has also been used in conjunction with virtual reality as a treatment method.
Chronic and acute pain Virtual reality (VR) has been shown to be effective in immediately decreasing procedural or acute pain. To date there have been few studies on its efficacy in
chronic pain. Such chronic pain patients can tolerate the VR session without the side effects that sometimes come with VR such as headaches, dizziness or nausea.
Neurological Rehabilitation Virtual reality is also helping patients overcome balance and mobility problems resulting from stroke or head injury. In the study of VR, the modest advantage of VR over conventional training supports further investigation of the effect of video-capture VR or VR combined with conventional therapy in larger-scale randomized, more intense controlled studies. It shows the VR-assisted patients had better mobility when the doctors checked in two months later. Other research has shown similarly successful outcomes for patients with cerebral palsy undergoing rehab for balance problems. Therapeutic goals of VR in children with cerebral palsy target balance, walking, and enhancing function of real-world activities. Several randomized controlled trials found that VR therapy significantly improved balance and walking in children with cerebral palsy. Studies also found significant improvements in upper extremity function and postural control after VR therapy. While commercially available VR gaming systems can be therapeutically effective, VR systems engineered to meet specific therapeutic needs additionally account for engagement in tasks, relevance of the virtual environment, appropriate feedback sensors and monitors. Complex tasks permit infinite path variability for each movement necessary to complete the task. ==Efficiency==