Trial reportThe lancet. Psychiatry2022
Automated virtual reality therapy to treat agoraphobic avoidance and distress in patients with psychosis (gameChange): a multicentre, parallel-group, single-blind, randomised, controlled trial in England with mediation and moderation analyses.
Trial report in The lancet. Psychiatry, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 71 papers, 3 of them syntheses that pooled it.
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The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
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Who cites it
71 citing papers in PubMed, 3 syntheses or guidelines pooled it, 139 citations in OpenAlex.
- Dose-response relationship in digital psychological therapies for people with psychosis: a systematic review, meta-analysis, and meta-regression.Frontiers in psychiatry · 2025Pooled it
- Safety of virtual reality use in children: a systematic review.European journal of pediatrics · 2024Pooled it
- Assessing the Impact of Virtual Reality, Augmented Reality, and Video Games on Improving Post-Traumatic Stress Disorder Symptoms: A Systematic Review and Meta-Analysis.Inquiry : a journal of medical care organization, provision and financingPooled it
- Treatment effect modifiers of virtual reality-based versus standard cognitive behavioral therapy for paranoia in schizophrenia spectrum disorders: an exploratory moderator analysis of clinical and demographic characteristics in the FaceYourFears trial.Psychological medicine · 2026Trial
- Learning How to Improve the Treatment of Persecutory Delusions: Using a Principal Trajectories Analysis to Examine Differential Effects of Two Psychological Interventions (Feeling Safe, Befriending) in Distinct Groups of Patients.Schizophrenia bulletin · 2026Trial
- An Automated Virtual Reality Cognitive-Behavioural Preventive Intervention for Adults with Agoraphobic Symptoms: A Randomized Controlled Trial of Adapted gameChange in Hong Kong.Psychotherapy and psychosomatics · 2026Trial
- Virtual-reality cognitive behavior therapy versus cognitive behavior therapy for paranoid ideation: A pragmatic, single-blind, multicenter randomized clinical superiority trial.Psychological medicine · 2025Trial
- Virtual reality therapy targeting ideas of reference in patients with psychosis: a single-blind parallel-group randomized controlled trial.Psychological medicine · 2025Trial
- Effects of the CALM intervention on resilience in Chinese patients with early breast cancer: a randomized trial.Journal of cancer research and clinical oncology · 2023Trial
- A randomised controlled test of emotional attributes of a virtual coach within a virtual reality (VR) mental health treatment.Scientific reports · 2023Trial
- Agoraphobic avoidance in patients with psychosis: Severity and response to automated VR therapy in a secondary analysis of a randomised controlled clinical trial.Schizophrenia research · 2022Trial
- Estimating the Economic Value of Automated Virtual Reality Cognitive Therapy for Treating Agoraphobic Avoidance in Patients With Psychosis: Findings From the gameChange Randomized Controlled Clinical Trial.Journal of medical Internet research · 2022Trial
- Health Care Workers' Perspectives on Virtual Reality in Mental Health: Qualitative Interview Study.JMIR human factors · 2026Article
- Comparisons of Virtual Reality-based vs. Conventional Biofeedback for Panic Symptoms: A Randomized Controlled Study.Clinical psychopharmacology and neuroscience : the official scientific journal of the Korean College of Neuropsychopharmacology · 2026Article
- Process Evaluation of Digital Mental Health Interventions for Psychosis: Scoping Review With Framework Synthesis.JMIR human factors · 2026Article
- Automated virtual reality therapy to treat needle fears (trypanophobia) in adolescents in England: a proof-of-concept cohort study and a Phase II randomised controlled trial.EClinicalMedicine · 2026Article
- Do virtual reality-based therapies affect symptomatology and psychosocial functioning in schizophrenia spectrum disorders: systematic review and meta-analysis.BJPsych open · 2026Review
- Safety behaviors maintain persecutory ideation in individuals with psychotic disorders: evidence from an ecological momentary assessment study.Psychological medicine · 2026Article
- From "large effects" to decision-grade deployment: making pediatric virtual reality therapy for social anxiety implementation-ready.European child & adolescent psychiatry · 2026Article
- Running virtual reality experiments online: A brief introduction and tutorial.Behavior research methods · 2026Article
11 more citing papers are in PubMed but not listed here.
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
22 authors at 11 institutions in 1 country.
Funding
Abstract
backgroundAutomated delivery of psychological therapy using immersive technologies such as virtual reality (VR) might greatly increase the availability of effective help for patients. We aimed to evaluate the efficacy of an automated VR cognitive therapy (gameChange) to treat avoidance and distress in patients with psychosis, and to analyse how and in whom it might work.
methodsWe did a parallel-group, single-blind, randomised, controlled trial across nine National Health Service trusts in England. Eligible patients were aged 16 years or older, with a clinical diagnosis of a schizophrenia spectrum disorder or an affective diagnosis with psychotic symptoms, and had self-reported difficulties going outside due to anxiety. Patients were randomly assigned (1:1) to either gameChange VR therapy plus usual care or usual care alone, using a permuted blocks algorithm with randomly varying block size, stratified by study site and service type. gameChange VR therapy was provided in approximately six sessions over 6 weeks. Trial assessors were masked to group allocation. Outcomes were assessed at 0, 6 (primary endpoint), and 26 weeks after randomisation. The primary outcome was avoidance of, and distress in, everyday situations, assessed using the self-reported Oxford Agoraphobic Avoidance Scale (O-AS). Outcome analyses were done in the intention-to-treat population (ie, all participants who were assigned to a study group for whom data were available). We performed planned mediation and moderation analyses to test the effects of gameChange VR therapy when added to usual care. This trial is registered with the ISRCTN registry, 17308399.
findingsBetween July 25, 2019, and May 7, 2021 (with a pause in recruitment from March 16, 2020, to Sept 14, 2020, due to COVID-19 pandemic restrictions), 551 patients were assessed for eligibility and 346 were enrolled. 231 (67%) patients were men and 111 (32%) were women, 294 (85%) were White, and the mean age was 37·2 years (SD 12·5). 174 patients were randomly assigned to the gameChange VR therapy group and 172 to the usual care alone group. Compared with the usual care alone group, the gameChange VR therapy group had significant reductions in agoraphobic avoidance (O-AS adjusted mean difference -0·47, 95% CI -0·88 to -0·06; n=320; Cohen's d -0·18; p=0·026) and distress (-4·33, -7·78 to -0·87; n=322; -0·26; p=0·014) at 6 weeks. Reductions in threat cognitions and within-situation defence behaviours mediated treatment outcomes. The greater the severity of anxious fears and avoidance, the greater the treatment benefits. There was no significant difference in the occurrence of serious adverse events between the gameChange VR therapy group (12 events in nine patients) and the usual care alone group (eight events in seven patients; p=0·37).
interpretationAutomated VR therapy led to significant reductions in anxious avoidance of, and distress in, everyday situations compared with usual care alone. The mediation analysis indicated that the VR therapy worked in accordance with the cognitive model by reducing anxious thoughts and associated protective behaviours. The moderation analysis indicated that the VR therapy particularly benefited patients with severe agoraphobic avoidance, such as not being able to leave the home unaccompanied. gameChange VR therapy has the potential to increase the provision of effective psychological therapy for psychosis, particularly for patients who find it difficult to leave their home, visit local amenities, or use public transport.
fundingNational Institute of Health Research Invention for Innovation programme, National Institute of Health Research Oxford Health Biomedical Research Centre.
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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.