{"id":184641,"date":"2017-03-23T13:59:02","date_gmt":"2017-03-23T17:59:02","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/why-virtual-reality-could-be-a-mental-health-gamechanger-science-the-guardian-blog\/"},"modified":"2017-03-23T13:59:02","modified_gmt":"2017-03-23T17:59:02","slug":"why-virtual-reality-could-be-a-mental-health-gamechanger-science-the-guardian-blog","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/why-virtual-reality-could-be-a-mental-health-gamechanger-science-the-guardian-blog\/","title":{"rendered":"Why virtual reality could be a mental health gamechanger | Science &#8230; &#8211; The Guardian (blog)"},"content":{"rendered":"<p><p>    Few tech topics are hotter    right now than virtual    reality (VR). Though its been around for decades, VR has    at last entered the world of consumer electronics via devices    like the Oculus    Rift and HTC Vive    and, increasingly, headsets that can be used in conjunction    with our mobile phones. But VR isnt just a technological    game-changer: it could transform the way we tackle mental    health problems.  <\/p>\n<p>    Not so long ago, talking about psychological problems was    taboo. Now the scale of these disorders is no longer a secret.    We know, for example, that one in    four people will experience mental health issues at some point    in their life. The ramifications from this ocean of    distress arent merely personal; the socio-economic    consequences are profound. Nearly half of all ill health in    working age adults in the UK is psychological. Mental    illness costs the UK economy 28 billion every year  and    thats excluding NHS costs.<\/p>\n<p>    But if the problem is so huge, what are we doing about it? When    it comes to funding, psychological disorders are very much the    poor relation, receiving just 5% of medical research funding    and 13% of NHS health expenditure. Treatment options have    increased since 2007 via the Improving Access to Psychological    Therapies scheme, but were still a long way from being able to    provide timely treatment to everyone who needs it.<\/p>\n<p>    And the form of that treatment is crucial. Counselling can be    effective to a degree, but the most powerful changes happen    when individuals    are presented with the situations that cause them distress    and directly learn how to think, feel, and behave more    constructively. That means getting out of the consulting room    and into the real world, with the therapist acting much more    like a personal trainer or leadership coach. Unfortunately,    this seldom occurs: even when therapists recognise the    desirability of the approach, time is at a premium.<\/p>\n<p>    The picture, then, is not a happy one  a major public health    problem and an inability to provide the best therapies to the    majority of those affected. And yet we may be on the brink of a    startling breakthrough, thanks to a technology that has been    with us for half a century.<\/p>\n<p>    Virtual reality was    first developed at MIT in the mid-1960s. The essential elements    havent changed greatly over the years  a computer generates    an image, a display system presents the sensory information,    and a tracker feeds back the users position and orientation in    order to update the image  but whats new is the    sophistication and affordability of the technology.<\/p>\n<p>    Despite the massive investment in VR on the part of companies    such as Facebook (who bought Oculus in 2014 for $2bn), the    technology has so far struggled to gain a foothold beyond the    gaming market. So what can it bring to the world of mental    health?  <\/p>\n<p>    The answer lies in VRs extraordinary ability to create    powerful simulations of the scenarios in which psychological    difficulties occur. Suddenly theres no need for a therapist to    accompany a client on a trip to a crowded shopping centre, for    example, or up a tall building. Situations that are more or    less impossible to build into a course of therapy  flying, for    example, or the shocking events that often lie behind PTSD     can be conjured at the click of a mouse. The in-situ coaching    thats so effective for so many disorders can now be delivered    in the consulting room, with the simulations graded in    difficulty and repeated as often as necessary.  <\/p>\n<p>    VR offers another great advantage. Understandably, the thought    of facing a difficult situation  even as part of a course of    therapy  can be off-putting for many people. But because VR is    not real that reticence tends to disappear. Well do things in    VR that wed be reluctant to try in normal life. Yet although    the computer-generated environment is artificial, our mind and    body behave as if it were natural. And that means that the    lessons we learn in VR transfer to the real world.  <\/p>\n<p>    So where do things stand with VR and psychological therapy?    Weve just completed the    first review of every study that has used VR to assess,    understand, and treat mental health conditions. The    earliest was undertaken almost 25 years ago, at a time when the    cost and complexity of the equipment and programming meant that    research was confined to a very small number of specialist    centres. Since then 285 studies have been published. Most of    those have focused on using VR to treat anxiety disorders and    particularly    phobias, social anxiety, and PTSD. The    results have been encouraging  VR is a proven means of    delivering rapid, lasting improvements.  <\/p>\n<p>    When it comes to other disorders, however, the story so far is    one of potential. The work weve done on tackling the    persecutory delusions often seen in psychosis suggests that VR    can be of huge value, but more research is needed. Just two    small pilot studies have used VR to tackle depression, which of    course is one of the most prevalent psychological problems. We    know that the technology is effective at triggering the    cravings associated with alcohol abuse and smoking, but no one    has properly tested a VR-based treatment. Similarly, because VR    is able to alter the way we perceive our bodies it could be    hugely helpful in treating eating disorders (one study, for    instance, helped anorexia patients to experience a healthy BMI    body and for a short time afterwards the individuals were less    likely to overestimate their weight). But to date systematic    therapeutic studies of VR for eating disorders havent been    done.  <\/p>\n<p>    With the exception of anxiety disorders, then, its early days    for VR and mental health. But what weve already seen is that    the potential is huge, not only for therapy but also for    assessment: rather than relying on what people can remember of    their thoughts and feelings, VR will allow clinicians to run    powerful situational tests. Moreover, we may not be far off the    time when we can all use VR to improve our psychological    well-being from the comfort and security of our own homes.    Current VR treatments require a trained therapist to be    present; future versions could be delivered by a virtual    therapist, making the best psychological science available to    far greater numbers of us than ever before.  <\/p>\n<p>    Getting to that point, however, will require significant    strategic leadership and investment. When it comes to hardware,    VR could turn out to be more important in mental health than    brain scanners. Yet, to our knowledge, our mental health    research team in Oxford is the only one in the UK to have a    full-time VR post.  <\/p>\n<p>    Not only does the psychological component of virtual therapies    need to be appropriate, the VR experience must be up to    scratch. Much so-called VR is miles away from the revolutionary    immersive technology it can be. When VR is done properly its a    breath-taking adventure for users. Virtual therapies will need    to be just as exciting as the very best computer games if they    are to keep us coming back for more.  <\/p>\n<p>    Moreover, we mustnt forget that VR doesnt merely allow us to    simulate reality  it allows us to create situations that could    never happen in real life. We did just this a couple of years    back when we altered peoples perceived height in a VR    environment and tracked the impact on their self-esteem. VR    therapies must aim to exploit the incredible imaginative    capacity of the technology.  <\/p>\n<p>    And of course, rather more prosaically but no less important,    VR treatments must be tested in rigorous clinical trials.  <\/p>\n<p>    Much work is required then. But the benefits could be    extraordinary. Many have said that VR is a technology in search    of a purpose. In mental health, it may just have found one.  <\/p>\n<p>    Daniel and Jason Freeman can be found on Twitters as    @ProfDFreeman and @JasonFreeman100  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read the rest here: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/www.theguardian.com\/science\/blog\/2017\/mar\/22\/why-virtual-reality-could-be-a-mental-health-gamechanger\" title=\"Why virtual reality could be a mental health gamechanger | Science ... - The Guardian (blog)\">Why virtual reality could be a mental health gamechanger | Science ... - The Guardian (blog)<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Few tech topics are hotter right now than virtual reality (VR). Though its been around for decades, VR has at last entered the world of consumer electronics via devices like the Oculus Rift and HTC Vive and, increasingly, headsets that can be used in conjunction with our mobile phones <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/why-virtual-reality-could-be-a-mental-health-gamechanger-science-the-guardian-blog\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":5,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-184641","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/184641"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/5"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=184641"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/184641\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=184641"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=184641"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=184641"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}