The VR experience begins in a virtual therapist’s office before moving to scenarios such as opening the front door or being in a doctor’s surgery, each with varying levels of difficulty. Participants are asked to complete certain tasks, such as asking for a cup of coffee, and are encouraged to make eye contact or move closer to other characters. Freeman said while the scenarios feel real, the computer-generated scenes allow participants to feel able to try something new or approach the situation differently. “There’s a little bit of the conscious bit [of the brain] going: ‘OK, it’s OK, I know it’s not real and therefore I can persist, try something new and do something differently,'” he said. “That enables people to apply it in the real world. Basically, if you get over something in VR, you will get over in the real world.”
Writing in the Lancet Psychiatry journal, Freeman and colleagues report how they randomly allocated 174 patients with difficulties going outside and psychosis to use the “gameChange” VR technology alongside their usual care. Another 172 patients were allocated to receive their usual care alone. […] The results show that six weeks after the trial began, those allocated to the VR therapy had a small but significant reduction in avoiding real-life situations because of agoraphobia, as well as less distress, compared with those who had only received their usual care. However, by six months there was no difference between the two groups. But further analysis revealed that those who had severe agoraphobia benefited most, and for these people the effect was sustained at six months. Such patients were able to complete, on average, two more activities than before — such as going shopping or getting on a bus.