| Literature DB >> 31736809 |
Philip Lindner1,2,3, William Hamilton4, Alexander Miloff1, Per Carlbring1,5.
Abstract
Depression is a common mental disorder with a large treatment gap. Low-intensity, automated virtual reality (VR) interventions (not requiring a therapist) is a scalable and promising solution now that VR is an accessible and mature, consumer technology. Yet unlike with phobias, there have been few attempts at translating evidence-based cognitive behavioral therapeutic (CBT) techniques for depression into the VR modality. In this paper, we discuss how specific CBT techniques can be made into VR experiences, including psychoeducation, behavioral activation, cognitive restructuring, and social skills training. We also discuss how VR-unique experiences, such as alternative embodiment and virtual pet interactions, can be made therapeutic. Creating a pre-clinical and clinical evidence base for these types of novel interventions should be considered a research priority, and high-quality development on par with other consumer VR applications will be essential to the success of any consumer-targeted intervention. If this is achieved, low-intensity VR interventions for depression have great potential to make an impact on public mental health.Entities:
Keywords: cognitive behavior theory; depression; human–computer interaction; self-help; virtual reality
Year: 2019 PMID: 31736809 PMCID: PMC6836923 DOI: 10.3389/fpsyt.2019.00792
Source DB: PubMed Journal: Front Psychiatry ISSN: 1664-0640 Impact factor: 4.157
Figure 1Mockup of using VR for hands-on cognitive restructuring.