A Safe Place to Learn: Peer Research Qualitative Investigation of gameChange Virtual Reality Therapy.
Jessica BondAlexandra KennyVanessa PinfoldLisa Couperthwaitenull nullThomas KabirMichael LarkinAriane BeckleyLaina RosebrockSinead LambeDaniel FreemanFelicity WaiteDan RobothamPublished in: JMIR serious games (2023)
Automated VR can provide a therapeutic simulation that allows people diagnosed with psychosis to learn and embed new ways of responding to the situations that challenge them. An important process in anxiety reduction is enabling the presentation of stimuli that induce the original anxious fears yet allow for learning of safety. In gameChange, the interaction of anxiety and safety could be calibrated to provide a safe place to learn about fears and build confidence. This navigation of therapeutic learning can be successfully managed by patients themselves in an automated therapy, with staff support, that provides users with personalized control. The clinical improvements for people with severe anxious avoidance, the positive experience of VR, and the maintenance of a sense of control are likely to facilitate implementation.