Abstract

Depression is a common mental disorder with a large treatment gap. Low-intensity, automated virtual reality (VR) interventions (not requiring a therapist) is a scalable and promising solution now that VR is an accessible and mature, consumer technology. Yet unlike with phobias, there have been few attempts at translating evidence-based cognitive behavioral therapeutic (CBT) techniques for depression into the VR modality. In this paper, we discuss how specific CBT techniques can be made into VR experiences, including psychoeducation, behavioral activation, cognitive restructuring, and social skills training. We also discuss how VR-unique experiences, such as alternative embodiment and virtual pet interactions, can be made therapeutic. Creating a pre-clinical and clinical evidence base for these types of novel interventions should be considered a research priority, and high-quality development on par with other consumer VR applications will be essential to the success of any consumer-targeted intervention. If this is achieved, low-intensity VR interventions for depression have great potential to make an impact on public mental health.

Highlights

  • Depression is a major contributor to the global burden of disease [1], with an estimated 10% of the Swedish population reporting clinically significant symptoms [2]

  • Another consumer technology with potential to act as a delivery format for cognitive behavioral therapeutic (CBT) for depression is Virtual Reality (VR), a technology that allows the user to feel immersed in virtual, computer-generated world [9]

  • The majority of CBT techniques target the excess of negative affect aspect of depression, and even techniques such as Behavioral activation (BA) have a limited effect on the deficit in positive affect [44]

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Summary

INTRODUCTION

Depression is a major contributor to the global burden of disease [1], with an estimated 10% of the Swedish population reporting clinically significant symptoms [2]. Burgeoning evidence suggests that smartphone applications are a viable and efficacious delivery format [8] Another consumer technology with potential to act as a delivery format for CBT for depression is Virtual Reality (VR), a technology that allows the user to feel immersed in virtual, computer-generated world [9]. We discuss ways of translating traditional CBT techniques for depression into the VR modality, as well as how to make use of the inherent capabilities of VR-unique experiences to treat depression, especially in the form of low-intensity interventions We hope that these discussion points inspire and inform a new generation of consumer-targeted VR interventions for depression

Immersive Psychoeducation and Problem Solving
Behavioral Activation and Physical Activity
Cognitive Restructuring
Social Skills Training
Embodiment Experiences
Positive Affect Through Virtual Gardens and Animals
DISCUSSION
CONCLUSIONS
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