ArticleJMIR serious games2023
A Safe Place to Learn: Peer Research Qualitative Investigation of gameChange Virtual Reality Therapy.
Article in JMIR serious games, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 14 papers.
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The trial behind it
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Who cites it
14 citing papers in PubMed, 22 citations in OpenAlex.
- "It Felt Good to Be Able to Say That Out Loud"-Therapeutic Alliance and Processes in AVATAR Therapy for People Who Hear Distressing Voices: Peer-Led Qualitative Study.JMIR mental health · 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
- 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
- Process Evaluation of Digital Mental Health Interventions for Psychosis: Scoping Review With Framework Synthesis.JMIR human factors · 2026Article
- Triggering anger using a virtual reality social scene.Scientific reports · 2026Article
- Immersive Virtual Reality-Assisted Therapy for Distressing Voices in Psychosis: Qualitative Study of Participants' and Therapists' Experiences in the Challenge Trial.JMIR serious games · 2025Article
- Article
- Recovery at 30: Integrating Lived Experience Expertise into Mental Health Research in Israel.Community mental health journal · 2025Article
- Virtual reality offerings for wellbeing for and by marginalized populations: A scoping review on equity and intersectionality.Global mental health (Cambridge, England) · 2025Review
- Developing an Automated Virtual Reality Therapy for Improving Positive Self-Beliefs and Psychological Well-Being (Phoenix VR Self-Confidence Therapy): Tutorial.JMIR serious games · 2024Article
- Extended Reality for Mental Health Evaluation: Scoping Review.JMIR serious games · 2024Article
- Understanding Public Perceptions of Virtual Reality Psychological Therapy Using the Attitudes Towards Virtual Reality Therapy (AVRT) Scale: Mixed Methods Development Study.JMIR mental health · 2024Article
- Using Virtual Reality to Reduce Stress in Adolescents: Mixed Methods Usability Study.JMIR XR and spatial computing · 2024Article
- Article
Corrections and comments
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Authors and funding
13 authors at 3 institutions in 1 country.
Funding
Abstract
backgroundAutomated virtual reality (VR) therapy has the potential to substantially increase access to evidence-based psychological treatments. The results of a multicenter randomized controlled trial showed that gameChange VR cognitive therapy reduces the agoraphobic avoidance of people diagnosed with psychosis, especially for those with severe avoidance.
objectiveWe set out to use a peer research approach to explore participants' experiences with gameChange VR therapy. This in-depth experiential exploration of user experience may inform the implementation in clinical services and future VR therapy development.
methodsPeer-led semistructured remote interviews were conducted with 20 people with a diagnosis of psychosis who had received gameChange as part of the clinical trial (ISRCTN17308399). Data were analyzed using interpretative phenomenological analysis and template analyses. A multiperspectival approach was taken to explore subgroups. Credibility checks were conducted with the study Lived Experience Advisory Panel.
resultsParticipants reported the substantial impact of anxious avoidance on their lives before the VR intervention, leaving some of them housebound and isolated. Those who were struggling the most with agoraphobic avoidance expressed the most appreciation for, and gains from, the gameChange therapy. The VR scenarios provided "a place to practise." Immersion within the VR scenarios triggered anxiety, yet participants were able to observe this and respond in different ways than usual. The "security of knowing the VR scenarios are not real" created a safe place to learn about fears. The "balance of safety and anxiety" could be calibrated to the individual. The new learning made in VR was "taken into the real world" through practice and distilling key messages with support from the delivery staff member.
conclusionsAutomated 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.
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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.