VR Serious Games for Schizophrenia and Mental Health

VR Serious Games for Schizophrenia and Mental Health

This year inPractice will use the technical and domain expertise we have in healthcare administration and game development plus relationships with healthcare academics to explore the potential for using gaming experiences for wider therapeutic games purposes.

The overall goal of the project will be to produce a series of immersive experiences in VR. Specifically, VR Serious Games for Schizophrenia and Mental Health. These experiences will allow those with acute mental health conditions to find respite in both a solo and cooperative setting. It will also explore the potential to provide useful data for the supporting mental health practitioners and academics.

inPractice will coordinate the development of these experiences with the aid of an academic clinical psychologist and trial with Schizophrenia sufferers in Cardiff, Wales, UK.

Initial References:

The Cutting Edge of Schizophrenia Research: VR as Treatment for PsychosisWhile the treatment of psychosis is not typically thought of as “cutting edge,” research into the use of virtual reality (VR) as therapy for psychosis shows promise. VR, which can allow patients to talk to an avatar of their hallucinations, explore locations that give them anxiety, and practice talking to others in a variety of threatening or non-threatening situations, gives patients the chance to work through their own fears in a no-risk environment.

Virtual Reality-Based CBT Reduces Paranoid Ideation, Anxiety in Psychotic DisordersAdding virtual-reality-based cognitive behavioral therapy (VR-CBT) to standard treatment may reduce paranoid ideation and momentary anxiety in patients with psychotic disorders, according to results published in the Lancet Psychiatry.

Virtual reality game could help detect schizophrenia, new research showsA virtual reality ‘game’ that requires patients to copy the movement of a computer avatar could provide a cheap early diagnosis of schizophrenia, research suggested today.

Serious Games and Gamification for Mental Health: Current Status and Promising DirectionsThe field is ready for further development, as the feasibility and range of possible approaches has been shown, and as there is an urgent need for engaging, appealing effective mental health interventions which reach large numbers of people. Future research should include independent trials and direct comparisons of game-based and non-game-based options for varied user groups.

Why virtual reality could be a mental health gamechanger “We’re still a long way from from being able to provide timely treatment to everyone who needs it, but we could be on the brink of change thanks to VR”

Leave a Reply