| Literature DB >> 35185649 |
Olivia S Chung1, Alisha M Johnson1, Nathan L Dowling2, Tracy Robinson3, Chee H Ng2, Murat Yücel1, Rebecca A Segrave1.
Abstract
Therapeutic virtual reality (VR) has the potential to address the challenges of equitable delivery of evidence-based psychological treatment. However, little is known about therapeutic VR regarding the perspectives and needs of real-world service providers. This exploratory study aimed to assess the acceptability, appropriateness, and feasibility of therapeutic VR among clinicians, managers, and service staff working in mental healthcare and explore potential implementation barriers and enablers. Eighty-one staff from a network of private psychiatric hospitals in Victoria, Australia (aged M + SD: 41.88 + 12.01 years, 71.6% female; 64% clinical staff) completed an online survey, which included the Acceptability of Intervention Measure (AIM), Appropriateness of Intervention Measure (IAM), and Feasibility of Intervention Measure (FIM). While 91% of participants had heard about VR technology, only 40% of participants had heard of therapeutic VR being used in mental healthcare, and none had used therapeutic VR in a clinical setting. Most participants perceived VR to be acceptable (84%), appropriate (69%), and feasible (59%) to implement within their role or service and envisioned a range of possible applications. However, participants expressed concerns regarding safety, efficacy, and logistical challenges across clinical settings. Findings suggest a strong interest for therapeutic VR among Australian mental health providers working in the private system. However, dissemination efforts should focus on addressing identified barriers to ensure mental health providers are adequately informed and empowered to make implementation decisions.Entities:
Keywords: acceptability; appropriateness; feasibility; implementation; mental health; virtual reality
Year: 2022 PMID: 35185649 PMCID: PMC8854652 DOI: 10.3389/fpsyt.2022.792663
Source DB: PubMed Journal: Front Psychiatry ISSN: 1664-0640 Impact factor: 4.157
Integrated immersive VR systems commercially available.
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| HP Reverb G2 | 2021 | Tethered | 6DoF | 114° | LCD (2,160 × 2,160) | 90 Hz | 550 g | $599 |
| HP Reverb G1 | 2019 | Tethered | 6DoF | 114° | LCD (2,160 × 2,160) | 90 Hz | 498 g | $599 |
| HTC Vive Flow | 2021 | Standalone | 6DoF | 101° | LCD (1,600 × 1,600) | 75 Hz | 239 g | $499 (headset only) |
| HTC Vive Pro | 2016 | Tethered | 6DoF | 110° | AMOLED (1,440 × 1,600) | 90 Hz | 550 g | $1,199 |
| HTC Vive Pro 2 | 2021 | Tethered | 6DoF | 120° | LCD (2,248 × 2,248) | 120 Hz | 850 g | $1,399 |
| HTC Vive Cosmos | 2019 | Tethered | 6DoF | 110° | LCD (1,440 × 1,700) | 90 Hz | 702 g | $699 |
| HTC Vive Focus 3 | 2021 | Standalone | 6DoF | 120° | LCD (2,448 × 2,448) | 90 Hz | 785 g | $1,300 |
| Pico G2 4K | 2019 | Standalone | 6DoF | 101° | LCD (1,920 × 2,160) | 75 Hz | 470 g | $300 |
| Pico Neo 3 Pro | 2021 | Standalone | 6DoF | 98° | LCD (1,832 × 1,920) | 90 Hz | 620 g | $699 |
| Pico Neo 3 Pro Eye | 2021 | Standalone | 6DoF | 98° | LCD (1,832 × 1,920) | 90 Hz | 620 g | $899 |
| Oculus Quest 2 | 2020 | Standalone | 6DoF | 89° | LCD (1,832 × 1,920) | 120 Hz | 508 g | $299 |
| Oculus Quest | 2019 | Standalone | 6DoF | 94° | OLED (1,440 × 1,600) | 72 Hz | 571 g | $399 |
| Oculus Rift S | 2019 | Tethered | 6Dof | 90° | LCD (1,280 × 1,440) | 80 Hz | 561 g | $399 |
| Pimax Vision 8K X | 2019 | Tethered | 6DoF | 150° | CLPL (3,840 × 2,160) | 90 Hz | 984 g | $1,599 |
| Pimax Vision 5K Super | 2020 | Tethered | 6DoF | 150° | CLPL (2,560 × 1,440) | 180 Hz | 750 g | $1,299 |
| Valve Index HMD | 2019 | Tethered | 6DoF | 130° | LCD (1,440 × 1,600) | 144 Hz | 809 g | $999 |
| Varjo Aero | 2021 | Tethered | 6DoF | 115° | LCD (2,880 × 2,720) | 90 Hz | 710 g | $1,990 (headset only) |
| Varjo VR-3 | 2021 | Tethered | 6DoF | 115° | uOLED (1,920 × 1,920), | 90 Hz | 558 g | $3,395 (headset only) |
| Varjo XR-3 | 2021 | Tethered | 6DoF | 115° | uOLED (1,920 × 1,920), | 90 Hz | 980 g | $5,995 (headset only) |
Overview of integrated, fully immersive VR systems. The list is based on the most popular headsets by SteamVR usage (
Standalone HMDs are all-in-one devices with all necessary components to deliver VR experiences. Tethered HMDs serve as the display for another device (e.g., PC), which may be used cabled or wirelessly with an adapter.
Starting prices in USD at time of search for base models with peripheral devices (e.g., hand controllers, base stations) unless otherwise specified.
Therapeutic VR software vendors for mental health.
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| AppliedVR | Pain | ( | N/A |
| BehaVR | Stress reduction, pain, postpartum mood, and anxiety disorders (PMAD) | N/A | $599 USD for 22 weeks (PMAD) |
| C2 Care | Addictions, GAD, eating disorders, OCD, PTSD, pathological gambling, phobias, social anxiety | N/A | $165 USD/month |
| CleVR | Psychotic disorders, social anxiety | ( | N/A |
| Cynergi Health | Addictions | N/A | N/A |
| Mindcotine | Addictions | ( | N/A |
| Oxford VR | Psychotic disorders, Acrophobia | ( | Not commercially available |
| Psious | Addictions, GAD, OCD, pain, phobias, relaxation, social anxiety | N/A | $165 USD/month |
| Virtually Better | Addictions, phobias, PTSD (combat, military sexual trauma) | ( | N/A |
| Virtue Health | Dementia | N/A | N/A |
| VRelax | Relaxation | ( | $1,141 |
| XRHealth | Attention deficit hyperactivity disorder, cognitive training, pain, stress, relaxation | N/A | $69 USD/week |
| ZeroPhobia | Acrophobia | ( | Free software license only |
This list is not intended to be exhaustive, but rather to provide an overview of key companies in the industry, as of November 30, 2021.
GAD, generalized anxiety disorder; OCD, obsessive-compulsive disorder; PTSD, post-traumatic stress disorder.
While applications have been developed with evidence-based principles, few have completed testing in randomized controlled trials to demonstrate efficacy.
Approximate starting price of subscription plan for one user (including hardware and software license). Custom subscription plans for enterprises (multiple account users) are available.
Company to be contacted for program pricing.
Participant demographics.
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| Role background | ||
| Psychiatrist | 7 (14) | |
| Psychologist | 9 (17) | |
| Nurse | 25 (48) | |
| Other allied health | 11 (21) | |
| Management | 9 (35) | |
| Administration | 14 (48) | |
| Research/student | 6 (21) | |
| Years in role or similar prior role | ||
| ≤ 1y | 6 (12) | 6 (20.7) |
| 2–5y | 22 (42) | 11 (37.9) |
| 6–10y | 11 (21) | 7 (24.1) |
| 11–15y | 6 (12) | 3 (10.3) |
| 16–20y | 3 (6) | 0 (0.0) |
| >20y | 4 (8) | 2 (6.9) |
| Clinical setting worked in (multiple answers) | ||
| Inpatient | 31 (59.6) | |
| Outpatient | 24 (38.5) | |
| Patient age groups worked with (multiple answers) | ||
| Youth (16–24 years) | 21 (40.4) | |
| Adults (25–65 years) | 42 (80.8) | |
| Older adults (≥65 years) | 10 (19.2) | |
| Primary disorders worked with (multiple answers) | ||
| Addictions | 9 (17.3) | |
| Anxiety disorders | 34 (65.4) | |
| Bipolar and related disorders | 7 (13.5) | |
| Depressive disorders | 36 (69.2) | |
| Eating disorders | 4 (7.7) | |
| Obsessive-compulsive related disorders | 2 (3.8) | |
| Personality disorders | 32 (61.5) | |
| Trauma-related disorders | 13 (25.0) | |
| Psychotic disorders | 1 (1.9) | |
| Age (years) | ||
| 20–29y | 10 (19.2) | 6 (20.7) |
| 30–39y | 15 (28.8) | 5 (17.2) |
| 40–49y | 12 (23.1) | 8 (27.6) |
| 50–59y | 10 (19.2) | 7 (27.6) |
| ≥60y | 4 (7.7) | 2 (6.9) |
| Not specified | 1 (1.9) | 0 (0.0) |
| Gender | ||
| Male | 17 (33) | 6 (21) |
| Female | 34 (65) | 23 (79) |
| Prefer not to say | 1 (.02) | 0 (0) |
Art therapist, counselor, dietician, physiologist, occupational therapist, social worker.
Clinical researchers and medical/allied health students.
Worked with ≥ 20% of typical week.
Up to three disorders chosen.
Figure 1(A,B) Screenshots from the video shown to participants, demonstrating a therapeutic VR program developed for the treatment of persecutory delusions (University of Oxford).
Descriptive statistics and group comparisons on IAM, AIM, and FIM.
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| Clinical | 52 | 17.50 (16; 20) | 12–20 | 16.00 (12; 18.25) | 4_20 | 14.00 (12; 16) | 4–20 |
| Psychiatrists | 7 | 20.00 (16; 20) | 13–20 | 20.00 (16; 20) | 12–20 | 20.00 (16; 20) | 12–20 |
| Psychologists | 9 | 16.00 (13; 18) | 12–20 | 14.00 (10; 16) | 9–16 | 13.00 (12; 14) | 4–16 |
| Nurses | 25 | 20.00 (16; 20) | 12–20 | 16.00 (13.5; 20) | 8–20 | 16.00 (14; 18) | 11–20 |
| Other allied health | 11 | 16.00 (15; 17) | 12–20 | 12.00 (12; 16) | 4–16 | 12.00 (11; 13) | 4–16 |
| Non-clinical | 29 | 19.00 (14.5; 20.00) | 12–20 | 16.00 (16; 20) | 10–20 | 16.00 (15; 19) | 12–20 |
| Management | 9 | 16.00 (16; 20) | 14–20 | 20.00 (14.5; 20) | 12–20 | 16.00 (15; 19.5) | 14–20 |
| Administration | 14 | 16.00 (13; 20) | 12–20 | 16.00 (15; 18.5) | 10–20 | 16.00 (12; 19.25) | 12–20 |
| Research/student | 6 | 17.50 (15; 20) | 15–20 | 18.00 (16; 20) | 16–20 | 15.50 (14.75; 18.25) | 14–19 |
| Tried VR | 34 | 20.00 (16; 20) | 13–20 | 16.00 (16; 20) | 10–20 | 16.00 (14; 18.25) | 12–20 |
| Not tried VR | 43 | 16.00 (15; 20) | 12–20 | 16.00 (12; 16) | 4–20 | 15.00 (12; 19) | 4–20 |
| Male | 22 | 20.00 (16; 20) | 13–20 | 16.00 (13; 20) | 4–20 | 15.00 (14; 18.25) | 12–20 |
| Female | 58 | 16.00 (15; 20) | 12–20 | 16.00 (12; 20) | 8–20 | 16.00 (12; 18.25) | 4–20 |
| Total | 81 | 18.03 (16; 20) | 12–20 | 16.00 (12.5; 20) | 4–20 | 16.00 (12.5; 18) | 4–20 |
| Clinical vs. non-clinical | 81 | ||||||
| Tried VR vs. not tried VR | 77 | ||||||
| Male vs. female | 80 | ||||||
Results are presented as median and 25th (Q1) and 7th (Q3) percentiles. p-values for between-group comparisons with Mann-Whitney U-tests.
p < 0.05.
Participants who reported being unsure if they have tried VR (n = 4) were excluded from analyses.
One participant did not report gender.
Perceived implementation barriers and enablers organized by stakeholder level.
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| Acceptability | Clinician | 155 | Perceived technical difficulties/ limitations of VR | |
| Patient | 37 | |||
| Service | 3 | Lack of vision or will to introduce VR | Positive feedback from staff and patients | |
| Appropriateness | Clinician | 93 | ||
| Patient | 10 | Lack of ability to engage (e.g., chronicity, severity) | Belief VR is helpful for learning/practicing skills | |
| Service | 5 | |||
| Feasibility | Clinician | 32 | Access to training and resources | |
| Patient | Lack of access to VR (e.g., rural patients) | |||
| Service | 42 |