Imogen H. Bell, Roos Pot-Kolder, Albert Rizzo, Mar Rus-Calafell, Valentina Cardi, Matteo Cella, Thomas Ward, Simon Riches, Martin Reinoso, Andrew Thompson, Mario Alvarez-Jimenez, Lucia Valmaggia
{"title":"Advances in the use of virtual reality to treat mental health conditions","authors":"Imogen H. Bell, Roos Pot-Kolder, Albert Rizzo, Mar Rus-Calafell, Valentina Cardi, Matteo Cella, Thomas Ward, Simon Riches, Martin Reinoso, Andrew Thompson, Mario Alvarez-Jimenez, Lucia Valmaggia","doi":"10.1038/s44159-024-00334-9","DOIUrl":null,"url":null,"abstract":"Virtual reality (VR) has emerged as a promising tool in the field of mental health. Central to this technology are immersive environments, which enable exposure to highly controlled virtual experiences that feel real. In this Review, we elaborate on the active elements of immersive experiences and how VR-based treatments work. We provide an overview of developments in the use of VR to treat mental health conditions (anxiety, psychotic symptoms, post-traumatic stress, eating disorders, depression and stress management) with a focus on the core mechanisms that drive effective interventions. Artificial intelligence, biofeedback and gamification are emerging areas of development, and we discuss how they might enhance the accessibility, engagement and effectiveness of psychological treatments. Conducting rigorous studies with user-centred designs in diverse populations is a key research priority. As the use of VR in mental health continues to evolve, addressing ethical and implementation considerations is critical for ensuring ongoing treatment improvements. Virtual reality (VR) enables highly controlled exposure to environments that feel real, which can substantially improve mental health treatments. In this Review, Bell and colleagues describe current VR-based treatments and discuss technological and psychological tools that might promote enhanced immersive experiences.","PeriodicalId":74249,"journal":{"name":"Nature reviews psychology","volume":null,"pages":null},"PeriodicalIF":16.8000,"publicationDate":"2024-07-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Nature reviews psychology","FirstCategoryId":"1085","ListUrlMain":"https://www.nature.com/articles/s44159-024-00334-9","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, MULTIDISCIPLINARY","Score":null,"Total":0}
引用次数: 0
Abstract
Virtual reality (VR) has emerged as a promising tool in the field of mental health. Central to this technology are immersive environments, which enable exposure to highly controlled virtual experiences that feel real. In this Review, we elaborate on the active elements of immersive experiences and how VR-based treatments work. We provide an overview of developments in the use of VR to treat mental health conditions (anxiety, psychotic symptoms, post-traumatic stress, eating disorders, depression and stress management) with a focus on the core mechanisms that drive effective interventions. Artificial intelligence, biofeedback and gamification are emerging areas of development, and we discuss how they might enhance the accessibility, engagement and effectiveness of psychological treatments. Conducting rigorous studies with user-centred designs in diverse populations is a key research priority. As the use of VR in mental health continues to evolve, addressing ethical and implementation considerations is critical for ensuring ongoing treatment improvements. Virtual reality (VR) enables highly controlled exposure to environments that feel real, which can substantially improve mental health treatments. In this Review, Bell and colleagues describe current VR-based treatments and discuss technological and psychological tools that might promote enhanced immersive experiences.