Abstract
Therapeutic virtual reality (VR) has the potential to address the challenges of equitable delivery of evidence-based psychological treatment. However, little is known about therapeutic VR regarding the perspectives and needs of real-world service providers. This exploratory study aimed to assess the acceptability, appropriateness, and feasibility of therapeutic VR among clinicians, managers, and service staff working in mental healthcare and explore potential implementation barriers and enablers. Eighty-one staff from a network of private psychiatric hospitals in Victoria, Australia (aged M + SD: 41.88 + 12.01 years, 71.6% female; 64% clinical staff) completed an online survey, which included the Acceptability of Intervention Measure (AIM), Appropriateness of Intervention Measure (IAM), and Feasibility of Intervention Measure (FIM). While 91% of participants had heard about VR technology, only 40% of participants had heard of therapeutic VR being used in mental healthcare, and none had used therapeutic VR in a clinical setting. Most participants perceived VR to be acceptable (84%), appropriate (69%), and feasible (59%) to implement within their role or service and envisioned a range of possible applications. However, participants expressed concerns regarding safety, efficacy, and logistical challenges across clinical settings. Findings suggest a strong interest for therapeutic VR among Australian mental health providers working in the private system. However, dissemination efforts should focus on addressing identified barriers to ensure mental health providers are adequately informed and empowered to make implementation decisions.
Highlights
With the burden of mental illness rising across all countries at a projected cost of $16 trillion to the global economy by 2030 [1], there is an urgent need for innovation to ensure more effective, equitable and timely access to mental health services
Prior to undertaking the survey, 40% (n = 32) of participants had heard of virtual reality (VR) being used clinically in mental healthcare
In light of recent commercial availability of affordable VR hardware and the demonstrated efficacy of numerous therapeutic VR environments, mental health providers have an opportunity to capitalize on the potential benefits of this immersive technology
Summary
With the burden of mental illness rising across all countries at a projected cost of $16 trillion to the global economy by 2030 [1], there is an urgent need for innovation to ensure more effective, equitable and timely access to mental health services. In the US, over two-thirds of psychologists had never used videoconferencing to deliver services prior to 2018 [5] Within this new era of digital healthcare is an opportunity for therapeutic virtual reality (VR) to be integrated as an innovative treatment tool. Despite demonstrated efficacy and improved technology availability, therapeutic VR has seen limited uptake in mainstream clinical settings [28, 29] This reflects the broader pattern of slow evidence-based practice (EBP) adoption by healthcare systems [30], as it is estimated that only about half of EBPs are successfully incorporated into routine clinical practice, taking 17 years on average [31]. Two explorative research questions were investigated: (i) do clinicians and non-clinical staff find therapeutic VR to be acceptable, appropriate, and feasible to implement within mental healthcare? Tethered HMDs serve as the display for another device (e.g., PC), which may be used cabled or wirelessly with an adapter. bStarting prices in USD at time of search for base models with peripheral devices (e.g., hand controllers, base stations) unless otherwise specified
Published Version (Free)
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.