The game of life: How virtual reality is transforming mental health treatments

NEWSTATESMAN, 26/03/2020

Partagé par : 

Beesens TEAM

The game of life: How virtual reality is transforming mental health treatments

"For some people, the prospect of standing in a queue, visiting the supermarket, or even ordering a coffee can be terrifying. Up to 12 per cent of the country’s population will experience social anxiety disorder at some point in their lives, according to the latest Adult Psychiatric Morbidity Survey, which monitors the prevalence of mental illness in England. Social anxiety is the third-most-common psychiatric condition after depression and alcoholism. Roughly 6 per cent of the population will suffer from generalised anxiety, 5 per cent will suffer from panic attacks, and 2 per cent will report symptoms of obsessive-compulsive disorder. Many more live with these conditions without diagnosis.
Day-to-day interactions can exacerbate symptoms. What might be viewed as routine for the majority of the population can trigger a “real struggle” for those with anxiety, says Dr Ramesh Perera-Delcourt, a clinical psychologist at Oxford VR, a spinout from the University of Oxford. The company uses virtual reality technology to “enhance” therapy treatments for anxiety. “What other people might take for granted is a battle for them,” he says. “This affects not only their mental health but their overall quality of life… they experience fear in public situations, especially when they’re alone. It can be really debilitating and affect their capacity to carry out a job or even socialise.”..." Lire la suite