TY - JOUR
T1 - Advances in the use of virtual reality to treat mental health conditions
AU - Bell, Imogen H.
AU - Pot-Kolder, Roos
AU - Rizzo, Albert
AU - Rus-Calafell, Mar
AU - Cardi, Valentina
AU - Cella, Matteo
AU - Ward, Thomas
AU - Riches, Simon
AU - Reinoso, Martin
AU - Thompson, Andrew
AU - Alvarez-Jimenez, Mario
AU - Valmaggia, Lucia
N1 - Publisher Copyright:
© Springer Nature America, Inc. 2024.
PY - 2024/8
Y1 - 2024/8
N2 - Virtual reality (VR) has emerged as a promising tool in the field of mental health. Central to this technology are immersive environments, which enable exposure to highly controlled virtual experiences that feel real. In this Review, we elaborate on the active elements of immersive experiences and how VR-based treatments work. We provide an overview of developments in the use of VR to treat mental health conditions (anxiety, psychotic symptoms, post-traumatic stress, eating disorders, depression and stress management) with a focus on the core mechanisms that drive effective interventions. Artificial intelligence, biofeedback and gamification are emerging areas of development, and we discuss how they might enhance the accessibility, engagement and effectiveness of psychological treatments. Conducting rigorous studies with user-centred designs in diverse populations is a key research priority. As the use of VR in mental health continues to evolve, addressing ethical and implementation considerations is critical for ensuring ongoing treatment improvements.
AB - Virtual reality (VR) has emerged as a promising tool in the field of mental health. Central to this technology are immersive environments, which enable exposure to highly controlled virtual experiences that feel real. In this Review, we elaborate on the active elements of immersive experiences and how VR-based treatments work. We provide an overview of developments in the use of VR to treat mental health conditions (anxiety, psychotic symptoms, post-traumatic stress, eating disorders, depression and stress management) with a focus on the core mechanisms that drive effective interventions. Artificial intelligence, biofeedback and gamification are emerging areas of development, and we discuss how they might enhance the accessibility, engagement and effectiveness of psychological treatments. Conducting rigorous studies with user-centred designs in diverse populations is a key research priority. As the use of VR in mental health continues to evolve, addressing ethical and implementation considerations is critical for ensuring ongoing treatment improvements.
UR - http://www.scopus.com/inward/record.url?scp=85198098069&partnerID=8YFLogxK
U2 - 10.1038/s44159-024-00334-9
DO - 10.1038/s44159-024-00334-9
M3 - Review article
AN - SCOPUS:85198098069
SN - 2731-0574
VL - 3
SP - 552
EP - 567
JO - Nature Reviews Psychology
JF - Nature Reviews Psychology
IS - 8
ER -