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Virtual reality therapy

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 and in affecting virtual rehabilitation. Patients receiving virtual reality therapy navigate through digitally created environments and complete specially designed tasks often tailored to treat a specific ailment; and is designed to isolate the user from their surrounding sensory inputs and give the illusion of immersion inside a computer-generated, interactive virtual environment. This technology has a demonstrated clinical benefit as an adjunctive analgesic during burn wound dressing and other painful medical procedures.[1][2][3] 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, and shows considerable promise in treating a variety of neurological and physical conditions. 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.[4]

Virtual reality therapy

Computerized CBT

Description[edit]

Virtual reality therapy (VRT) uses specially programmed computers, visual immersion devices and artificially created environments to give the patient a simulated experience[5] that can be used to diagnose and treat psychological conditions that cause difficulties for patients. In many environmental phobias, reaction to the perceived hazards, such as heights, speaking in public, flying, close spaces, are usually triggered by visual and auditory stimuli. In VR-based therapies, the virtual world is a means of providing artificial, controlled stimuli in the context of treatment, and with a therapist able to monitor the patient's reaction. Unlike traditional cognitive behavioral therapy, VR-based treatment may involve adjusting the virtual environment, such as for example adding controlled intensity smells or adding and adjusting vibrations, and allow the clinician to determine the triggers and triggering levels for each patient's reaction. VR-based therapy systems may allow replaying virtual scenes, with or without adjustment, to habituate the patient to such environments. Therapists who apply virtual reality exposure therapy, just as those who apply in-vivo exposure therapy, can take one of two approaches concerning the intensity of exposure. The first approach is called flooding, which refers to the most intense approach where stimuli that produce the most anxiety are presented first. For soldiers who have developed PTSD from combat, this could mean first exposing them to a virtual reality scene of their fellow troops being shot or injured followed by less stressful stimuli such as only the sounds of war. On the other hand, what is referred to as graded-exposure takes a more relaxed approach in which the least distressing stimuli are introduced first.[6] VR-exposure, as compared to in-vivo exposure has the advantage of providing the patient a vivid experience, without the associated risks or costs. VRT has great promise since it historically produces a "cure" about 90% of the time at about half the cost of traditional cognitive behavior therapy authority, and is especially promising as a treatment for PTSD[7][8] where there are simply not enough psychologists and psychiatrists to treat all the veterans with anxiety disorders diagnosed as related to their military service.[9][10][11]


VRT is also a promising adjunctive therapy for the treatment of other clinical populations, such as individuals with psychosis. A recent systematic review of psychosocial interventions using virtual reality shows these interventions are safe and well accepted in this population. The studies identified in the review show that psychosocial VRT can improve cognitive, social, and vocational skills as well as symptoms of auditory verbal hallucinations and paranoia in individuals with psychosis.[12]


Recently there have been some advances in the field of virtual reality medicine. Virtual reality is a complete immersion of the patient into a virtual world by putting on a headset with an LED screen in the lenses of the headset. This is different from the recent advancements in augmented reality. Augmented reality is different in the sense that it enhances the non-synthetic environment by introducing synthetic elements to the user's perception of the world.[13] This in turn "augments" the current reality and uses virtual elements to build upon the existing environment.[13] Augmented reality poses additional benefits and has proven itself to be a medium through which individuals with a specific phobia can be exposed "safely" to the object(s) of their fear, without the costs associated with programming complete virtual environments. Thus, augmented reality can offer an efficacious alternative to some less advantageous exposure-based therapies.[13]

It is entertaining, thus motivating the patient;

Potential for involvement of the patients' for more realistic environments for treatment.

stimulus modalities

It provides objective outcome measures of therapy efficacy (limb velocity, range of movement, error rates, game scores, etc.);

These data are transparently stored by the computer running the simulation and can be made available on the Internet.

Virtual rehabilitation can be performed in the patient's home and monitored at a distance (becoming telerehabilitation)

The patient feels more actively involved in the desensitization

The patient may "forget" they are in treatment or undergoing observation resulting in more authentic expressions.

Effective for hospitals to reduce their costs because of lowered cost of medicine and equipment.

[33]

Great impact of virtual reality on pain relief

Therapeutical targets[edit]

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.[37] 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.[38]

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.[39] 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.[39]

Gender dysphoria[edit]

Early research suggests that virtual reality experiences may offer therapeutic benefits to transgender individuals experiencing gender dysphoria.[40] 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.[41] 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.[42][43] 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.[44]

Acrophobia[edit]

A study published in The Lancet Psychiatry[45] proved that virtual reality therapy can help treat acrophobia.[46][47][48] 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.[48]

Efficiency[edit]

Randomized, tightly controlled, acrophobia treatment trials at Kaiser Permanente provided >90% effectiveness, conducted in 1993–94. (Ext. Ref. 2, pg. 71) Of 40 patients treated, 38 showed marked reduction in phobic reaction to heights and self-reported reaching their goals. Research found that VRT allows patients to achieve victory over virtual height situations they could not confront in real life, and that gradually increasing the height and danger in a virtual environment produced increasing victories and greater self-confidence in the patient that they could actually confront the situation in real life. "Virtual therapy interventions empower people. The simulation technology of virtual reality lends itself to mastery oriented treatment ... Rather than coping with threats, phobics manage progressively more threatening aspects in a computer-generated environment ... The range of applications can be extended by enhancing the realness and interactivity so that actions elicit reactions from the environments in which individuals immerse themselves" (Ext. Ref. 3, pg. 331–332).


Another study examined the effectiveness of virtual reality therapy in treating military combat personnel recently returning from the current conflicts in Iraq and Afghanistan. Rauch, Eftekhari and Ruzek conducted a study with a sample of 42 combat servicemen who were already diagnosed with chronic PTSD (post-traumatic stress disorder). These combat servicemen were pre-screened using several different diagnostic self-reports including the PTSD military checklist, a screening tool used by the military in the determination of the intensity of the diagnosis of PTSD by measuring the presence of PTSD symptoms. Although 22 of the servicemen dropped out of the study, the results of the study concerning the 20 remaining servicemen still has merit. The servicemen were given the same diagnostic tests after the study which consisted of multiple sessions of virtual reality exposure and virtual reality exposure therapy. The servicemen showed much improvement in the diagnostic scores, signaling a decrease of symptoms of PTSD. Likewise, a three-month follow-up diagnostic screening was also administered after the initial sessions that were undergone by the servicemen. The results of this study showed that 15 of the 20 participants no longer met diagnostic criteria for PTSD and improved their PTSD military checklist score by 50% for the assessment following the study. Even though only 17 of the 20 participants participated in the 3-month follow-up screening, 13 of the 17 still did not meet the criteria for PTSD and maintained their 50% improvement in the PTSD military checklist score. These results show promising effects and help to validate virtual reality therapy as an efficacious mode of therapy for the treatment of PTSD (McLay, et al., 2012).


VR combined real instrument training was effective at promoting recovery of patients' upper-extremity and cognitive function, and thus may be an innovative translational neurorehabilitation strategy after stroke. In the study, the experimental group showed greater therapeutic effects in a time-dependent manner than the control group, especially on the motor power of wrist extension, spasticity of elbow flexion and wrist extension, and Box and Block Tests. Patients in the experimental group, but not the control group, also showed significant improvements on the lateral, palmar, and tip pinch power, Box and Block, and 9-HPTs from before to immediately after training.[72]

VR advantages over IVE[edit]

The preference of virtual reality exposure therapy over in-vivo exposure therapy is often debated, but there are many obvious advantages of virtual reality exposure therapy that make it more desirable. For example, the proximity between the client and therapist can cause problems when in-vivo therapy is used and transportation is not reliable for the client or it is impractical for them to travel as far as needed. However, virtual reality exposure therapy can be done from anywhere in the world if given the necessary tools. Going along with the idea of unavailable transportation and proximity, there are many individuals who require therapy but due to various forms of immobilizations (paralysis, extreme obesity, etc.) they can not physically be moved to where the therapy is conducted. Again, because virtual reality exposure therapy can be conducted anywhere in the world, those with mobility issues will no longer be discriminated against. Another major advantage is fewer ethical concerns than in-vivo exposure therapy.


Another advantage to virtual reality rehab over the traditional method is patient motivation. When presented with difficult tasks during a prolonged period, patients tend to lose interest in these tasks. This causes a decrease in compliance due to decreased motivation of completing a given task. Virtual reality rehab is advantageous in such a way that it challenges and motivates the patient to do more. With simple things like high scores, in-game awards, and ranks, not only are patients motivated to do their daily therapies, they are having fun doing it.[84] Not only is this advantageous to the patients, it is advantageous to the physical therapist. With these high scores, and data the game or application collects, therapists can analyze the data to see progression. This progression can be charted and visually shown to the patient for increased motivation on their performance and the progression they have made thus far in their therapies. This data can then be charted with other participants doing similar tasks and can show how they compare to people with similar therapy regimens. This charted data in the program or game can then be used by researchers and scientists alike for further evaluation of optimal therapy regimens. A recent study done in 2016 where a VR based virtual simulation of a city named Reh@City was made. This city in virtual reality evoked memory, attention, visuo-spatial abilities and executive functions tasks are integrated in the performance of several daily routines. This study looked at Activities of Daily Living in post stroke patients and found it to have more of an impact than conventional methods in the recovery process.[85]

Regulatory Approvals and Standards[edit]

The introduction of Virtual Reality Therapy (VRT) into the healthcare sector has prompted the need for regulatory standards and approvals to ensure the safety and efficacy of this technology. VRT has been recognized for its potential in providing therapeutic benefits across various medical conditions, including pain management, anxiety, rehabilitation, and mental health challenges. The regulatory landscape for VRT is evolving, with guidelines aiming to categorize these solutions under the medical devices framework, ensuring they meet the required safety, quality, and performance standards.


In the United States, VRT solutions are considered medical devices, subject to categorization and regulatory approval by the Food and Drug Administration (FDA). The classification of a VR solution as a medical device hinges on its intended use in diagnosis, treatment, cure, mitigation, or prevention of disease. [86]The FDA categorizes medical devices into Class I, Class II, and Class III, based on their intended use and associated risks. VR solutions typically fall into Class II, requiring a pre-market notification or 510(k) clearance, demonstrating that the device is as safe and effective as a legally marketed device not subject to premarket approval.


The FDA’s approach towards VRT emphasizes the importance of device categorization, application procedures, and adherence to established regulatory controls. For instance, the EaseVRx system by AppliedVR received FDA approval through the De Novo premarket review pathway, highlighting the role of regulatory controls in classifying VRT solutions and ensuring their safety and efficacy.[86]


Furthermore, the Federal Register highlighted the classification of a Virtual Reality Behavioral Therapy Device for Pain Relief into class II with special controls. This classification necessitates compliance with specific controls, including clinical performance testing and biocompatibility evaluation, to mitigate associated risks and protect patient safety.[87]


As VRT continues to evolve, regulatory bodies like the FDA will remain instrumental in guiding the development and deployment of these technologies.

Concerns[edit]

There are a few ethical concerns concerning the use and development of using virtual reality simulation for helping clients/patients with mental health issues. One example of these concerns is the potential side effects and aftereffects of virtual reality exposure. Some of these side effects and aftereffects could include cybersickness (a type of motion sickness caused by the virtual reality experience), perceptual-motor disturbances, flashbacks, and generally lowered arousal (Rizzo, Schultheis, & Rothbaum, 2003). If severe and widespread enough, these effects should be mitigated via various methods by those therapists using virtual reality.


Another ethical concern is how clinicians should receive VRT certification. Due to the relative newness of virtual reality as a whole, there may not be many clinicians who have experience with the nuances of virtual reality exposure or VR programs' intended roles in therapy. According to Rizzo et al. (2003), virtual reality technology should only be used as a tool for qualified clinicians instead of being used to further one's practice or garner an attraction for new clients/patients.


Some traditional concerns with virtual reality therapy is the cost. Since virtual reality in the field of science and medicine is so primitive and new, the costs of virtual reality equipment would be a lot higher than some of the traditional methods. With medical costs growing at an exponential level this would be another cost that is added to the growing list of medical bills for a patient's recovery process. Regardless of the benefits with virtual reality rehab, the costs of the equipment and the resources for a virtual reality setup would make it difficult for it to be mainstream and available to all patients including the indigent population. However, a new market of lower cost virtual reality hardware is emerging, specifically with improved head-mounted displays.[88]


In addition there are some issues which are related to virtual reality that can arise from its use such as social isolation where the users can become detached from real-world social connections and the overestimation of a person's abilities where users – especially the young[89] – often fail to distinguish between their feats in real life and virtual reality.[90]

; Fenichel, M.; (2010)

Next Stop: Virtual Psychology and Therapy; Current Topics in Psychology

. GQ: Newsmakers

Burn Victim Sam Brown Treated With Virtual-Reality Video Game SnowWorld

project of University of Washington Seattle and U.W. Harborview Burn Center.

Virtual Reality Pain Reduction

project of PsyTech LLC currently in development to be used as a professional virtual reality exposure therapy tool to treat a variety of patients' common phobias and anxiety disorders.

PHOBOS Anxiety Management Virtual Reality Platform

ShahrbanianSh; Ma X; Aghaei N; Korner-Bitensky N; Moshiri K; Simmonds MJ. European Journal of Experimental Biology 2012, 2 (5): 1408–22.

Use of virtual reality (immersive vs. non immersive) for pain management in children and adults: A systematic review of evidence from randomized controlled trials.