It may sound like a strange dream, but the script is part of a virtual reality (VR) system designed to help people with agoraphobia – those for whom certain environments, situations and interactions can cause intense fear and anxiety. The scientists say the approach enables participants to build self-confidence and alleviate their fears by helping them take on real-life tasks they had previously avoided. The study also found that those who had more serious psychological problems benefited more. “It leads to a real change in people’s lives,” said Professor Daniel Freeman, lead researcher at work at Oxford University’s Department of Psychiatry. The virtual reality experience begins in a virtual therapist’s office before proceeding with scenarios such as opening the front door or attending a doctor’s office, each with different levels of difficulty. Participants are asked to complete certain tasks, such as asking for a cup of coffee, and are encouraged to make eye contact or approach other characters. GameChange: Improve life through VR video therapy Freeman said that while the scripts are true, computer-generated scenes allow participants to feel able to try something new or approach the situation differently. “There is a bit of a conscious part [of the brain] going, “Okay, okay, I know it’s not real and therefore I can insist, try something new and do something different,” he said. “It simply came to our notice then. “Basically, if you surpass something in VR, you will surpass it in the real world.” One participant revealed that before using the VR system it was difficult to take a bus to visit his father’s grave. “It was heartbreaking,” he said. However, after using the VR system he gained confidence. “It helped me in every aspect,” he said. “I could take the bus to my dad’s grave, I could put flowers down, spend some time there and take the bus back.” Virtual reality sessions were always held with a mental health worker present. Photo: OCAP Writing in the journal Lancet Psychiatry, Freeman and colleagues report that they randomly assigned 174 patients with psychiatric disorders abroad to use VR “gameChange” technology in parallel with their routine care. Another 172 patients were assigned to receive their usual care. VR team participants were given the opportunity to use the technology for about six sessions, each lasting 30 minutes, over a period of six weeks – although not all participated or completed all sessions. One mental health worker was in the room while each participant used the virtual reality headset, either at home or in an NHS clinic, and worked with the participant to apply the learning, including arranging homework between sessions. . The results show that six weeks after the start of the trial, those who received VR treatment had a small but significant reduction in the avoidance of real situations due to agoraphobia, as well as less anxiety, compared to those who had received only their usual care. However, at six months there was no difference between the two groups. But further analysis revealed that those with severe agoraphobia benefited more and for these people the effect was maintained at six months. Such patients were able to complete, on average, two more activities than before – such as shopping or boarding a bus. Although the study could not tell the impact of VR therapy on the mental health worker and his work, Freeman said other tests showed no changes in agoraphobia in this population from such work at home alone. Freeman added that with VR headsets now costing around 300 300, it was becoming easier to send such devices to patients’ homes. For the patient who wanted to be able to visit his father’s grave, the benefits were much wider than just completing tasks. “I could go out and interact with a lot more people than I ever expected,” he said. “I am more confident in myself. “I have more confidence with other people.”