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To add to Virtual reality therapy:
(edits to the Lead section, renaming "Current applications" to "Applications," and much new information in "Application" section)
Lead:
Virtual reality therapy (VRT), also known as virtual reality immersion therapy (VRIT), simulation for therapy (SFT), virtual reality exposure therapy (VRET), and computerized CBT (CCBT), is the use of virtual reality technology for psychological or occupational therapy. Patients receiving virtual reality therapy navigate through digitally created environments and complete specially designed tasks often tailored to treat a specific ailment. Technology can range from a simple PC and keyboard setup, to a modern virtual reality headset. It is widely used as an alternative form of exposure therapy, in which patients interact with harmless virtual representations of traumatic stimuli in order to reduce fear responses. It has proven to be especially effective at treating PTSD.[1] Virtual reality therapy has also been used to help stroke patients regain muscle control, to treat other disorders such as body dysmorphia, and to improve social skills in those diagnosed with autism.
Applications
[edit]Psychological Therapy
[edit]Exposure Therapy
[edit]Virtual reality technology is especially useful for exposure therapy - a treatment method in which patients are introduced and then slowly exposed to a traumatic stimuli. Inside virtual environments, patients can safely interact with a representation of their phobia, and researchers don't need to have access to a real version of the phobia itself.
One very successful example of virtual reality therapy exposure therapy is the PTSD treatment system, Virtual Iraq. Using a head mounted display and a game pad, patients navigate a Humvee around virtual recreations of Iraq, Afghanistan, and the United States. By being safely exposed to the traumatic environments, patients learned to reduce their anxiety. According to a review of the history of Virtual Iraq, one study found that it reduced PTSD symptoms by an average of fifty percent, and disqualified over seventy-five percent of participants for PTSD after treatment.[1]
Virtual reality exposure therapy is also commonly used for treating specific phobias, especially small animal phobia. Commonly feared animals such as spiders can be easily produced in a virtual environment, rather than requiring the therapist or researcher to go find the real-life counterpart.[2] This technique has also been used experimentally to treat other fears such as public speaking and claustrophobia. [2][3]
In 2011, three researchers at York University proposed an affordable virtual reality exposure therapy (VRET) system for the treatment of phobias that could be set up at home.[4]
Depression
[edit]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.[5] 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.[6] 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.
Eating Disorders and Body Dysmorphia
[edit]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. Tasks included showing patients the implications of reaching their desired weight, comparing their actual body shape to an avatar created using their perceived body size, and altering a virtual reflection to match their actual body size. [7]
Occupational Therapy
[edit]Autism
[edit]Virtual reality has been shown to improve the social skills of autistic young adults. In one study, participants controlled a virtual avatar in different virtual environments and maneuvered through various social tasks such as interviewing, meeting new people, and dealing with arguments. Researchers found that participants improved in the areas of emotional recognition in voices and faces and in considering the thoughts of other people. Participants were also surveyed months after the study for how effective they thought the treatments were, and the responses were overwhelmingly positive.[8] Many other studies have also explored this occupational theapy option.
Stroke Patients
[edit]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.[9] The Wii gaming system has also been used in conjunction with virtual reality as a treatment method.[10]
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- ^ a b Rizzo, Albert; Hartholt, Arno; Grimani, Mario; Leeds, Andrew; Liewer, Matt (2014). "Virtual Reality Exposure Therapy for Combat-Related Posttraumatic Stress Disorder". Computer. 47: 31–37.
- ^ a b Parsons, Thomas; Rizzo, Albert (2007). "Affective outcomes of virtual reality exposure therapy for anxiety and specific phobias: A meta-analysis" (PDF). Journal of Behavior Therapy and Experimental Psychiatry. 39: 250–261 – via Elsevier Science Direct.
- ^ Edwards, Shannan; Obasaju, Mayowa; Schmertz, Stefan; Zimand, Elana; Calamaras, Martha (2013). "Virtual Reality Exposure Therapy for Social Anxiety Disorder: A Randomized Controlled Trial". Journal of Consulting and Clinical Psychology. 81: 751–760.
- ^ Haworth, M. Brandon; Baljko, Melanie; Faloutsos, Petros (2012-01-01). "PhoVR: A Virtual Reality System to Treat Phobias". Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry. VRCAI '12. New York, NY, USA: ACM: 171–174. doi:10.1145/2407516.2407560. ISBN 9781450318259.
- ^ "Computerised cognitive behaviour therapy for depression and anxiety". nice.org.uk. February 2006. Retrieved 20 October 2015.
- ^ "CCBT Game at Auckland University".
- ^ Marco, José; Perpiñá, Conxa; Botella, Cristina (2013). "Effectiveness of cognitive behavioral therapy supported by virtual reality in the treatment of body image in eating disorders: One year follow-up". Psychiatry Research. 209: 619–625 – via Elsevier Science Direct.
- ^ Kandalaft, Michelle; Didehbani, Nyaz; Krawczyk, Daniel; Allen, Tandra; Chapman, Sandra (2013). "Virtual Reality Social Cognition Training for Young Adults with High-Functioning Autism". Journal of Autism and Developmental Disorders. 43: 34–44.
- ^ Boian, R.; Sharma, A.; Han, C.; Merians, A.; Burdea, G.; Adamovich, S.; Recce, M.; Tremaine, M.; Poizner, H. (2002). "Virtual Reality-Based Post-Stroke Hand Rehabilitation" (PDF). Proceedings of Medicine Meets Virtual Reality 2002 Conference: 64–70.
- ^ Saposnik, G.; Mamdani, M.; Bayley, M.; Thorpe, K.; Hall, J.; Cohen, L.; Teasell, R. (2010). "Effectiveness of Virtual Reality Exercises in Stroke Rehabilitation (EVREST): Rationale, Design, and Protocol of a Pilot Randomized Clinical Trial Assessing the Wii Gaming System". International Journal of Stroke. 5: 47–51.