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Accepted for/Published in: JMIR Serious Games

Date Submitted: Mar 18, 2022
Open Peer Review Period: Mar 18, 2022 - May 13, 2022
Date Accepted: Oct 11, 2022
(closed for review but you can still tweet)

The final, peer-reviewed published version of this preprint can be found here:

A Safe Place to Learn: Peer Research Qualitative Investigation of gameChange Virtual Reality Therapy

Bond J, Kenny A, Pinfold V, Couperthwaite L, The gameChange Lived Experience Advisory Panel ,tgLEAP, Kabir T, Larkin M, Petit A, Rosebrock L, Lambe S, Freeman D, Waite F, Robotham D

A Safe Place to Learn: Peer Research Qualitative Investigation of gameChange Virtual Reality Therapy

JMIR Serious Games 2023;11:e38065

DOI: 10.2196/38065

PMID: 36645707

PMCID: 9947847

A Safe Place to Learn: A Peer Research Qualitative Investigation of Automated Virtual Reality Cognitive Therapy (gameChange

  • Jessica Bond; 
  • Alexandra Kenny; 
  • Vanessa Pinfold; 
  • Lisa Couperthwaite; 
  • , the gameChange Lived Experience Advisory Panel The gameChange Lived Experience Advisory Panel; 
  • Thomas Kabir; 
  • Michael Larkin; 
  • Ariane Petit; 
  • Laina Rosebrock; 
  • Sinéad Lambe; 
  • Daniel Freeman; 
  • Felicity Waite; 
  • Dan Robotham

ABSTRACT

Background:

Automated virtual reality (VR) therapy has the potential to increase access to evidence-based psychological treatments substantially. The results of a multi-centre randomised controlled trial show 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 peer research methods to explore the participant experience of gameChange VR therapy. This in-depth experiential exploration of the user experience may inform implementation in clinical services and future VR therapy development.

Methods:

Peer-led semi-structured remote interviews were conducted with twenty people with a diagnosis of psychosis who had received gameChange as part of the clinical trial (ISRCTN17308399). Data were analysed using Interpretative Phenomenological Analysis and Template Analysis. A multi-perspectival approach was taken to explore subgroups. Credibility checks were conducted with the study Lived Experience Advisory Panel.

Results:

Participants reported the significant impact of anxious avoidance on their lives, leaving some 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 to 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 presentation of stimuli that induces the original anxious fears yet allows 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 maintenance of the sense of control are likely to facilitate implementation.


 Citation

Please cite as:

Bond J, Kenny A, Pinfold V, Couperthwaite L, The gameChange Lived Experience Advisory Panel ,tgLEAP, Kabir T, Larkin M, Petit A, Rosebrock L, Lambe S, Freeman D, Waite F, Robotham D

A Safe Place to Learn: Peer Research Qualitative Investigation of gameChange Virtual Reality Therapy

JMIR Serious Games 2023;11:e38065

DOI: 10.2196/38065

PMID: 36645707

PMCID: 9947847

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