dc.identifier.citation | Jessica Bond, MSc; Alexandra Kenny , BA; Vanessa Pinfold ; Lisa Couperthwaite1 , BA; The gameChange Lived Experience Advisory Panel1 ; Thomas Kabir1 , PhD; Michael Larkin2 , PhD; Ariane Beckley 3,4 , MA, MSc; Laina Rosebrock3,4,5 , PhD; Sinéad Lambe3,4,5 , DClinPsy; Daniel Freeman3,4,5 , DClinPsy, PhD; Felicity Waite3,4,5 , DClinPsy; Dan Robotham1 ,A safe place to learn: a peer research qualitative investigation of automated virtual reality cognitive therapy (gameChange). JMIR Serious Games 2023 | vol. 11 | e38065 | | en |
dc.description.abstract | Background: Automated 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.
Objective: We 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.
Methods: Peer-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.
Results: Participants 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.
Conclusions: 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 | en |