Virtual reality therapy
A therapy in which a person wears a headset and practises everyday situations they find threatening, such as a bus or a shop, in a computer-made world.
At a glance
- Type
- Digital therapy: used with a therapist or with support from a mental health worker
- Used for
- People with psychosis who feel suspicious or anxious among others, or who avoid going out
- Status
- In trials, and allowed in the NHS for severe avoidance while more evidence is gathered
- First used
- Used to study suspicious thoughts from 2003, in London. Tested as a treatment from the 2010s
- Evidence
- EmergingHow evidence is rated
- Format
- Up to 16 one-hour sessions with a therapist (VR-CBT), or about 6 weekly 30-minute sessions guided by a virtual coach (gameChange)
- Starts to work
- In trials, effects showed by the end of treatment, after 6 weeks (gameChange) or 3 months (VR-CBT)
- Possible downsides
- More people stopped VR-CBT early than standard CBT, it did not increase the time people spent with others, the benefit in the largest trial was small
- In Europe
- England: gameChange is allowed in the NHS for severe avoidance while more evidence is gathered. Netherlands: offered at some voices outpatient clinics, including in Groningen and Assen. Tested in trials in the Netherlands and Belgium
Clinical summaryFor health professionals
- Dutch trial (Pot-Kolder 2018, 116 patients): VR-CBT reduced paranoia and anxiety in daily life compared with waiting list, still at 6 months. Time spent with others did not increase.
- VR-CBT vs standard CBT (van der Stouwe 2025, 98 patients, Netherlands and Belgium): both reduced paranoia; VR-CBT slightly more after treatment, but not at 3 months.
- gameChange (Freeman 2022, 346 patients, England): less avoidance and distress than usual care at 6 weeks. Small effect overall, larger in severe avoidance.
- Safety: serious adverse events similar to usual care (gameChange, 9 vs 7 patients). Dropout higher with VR-CBT than standard CBT (38% vs 24%).
- NICE HTG701 (2023): gameChange may be used in the NHS for severe agoraphobic avoidance in psychosis, from age 16, while evidence is generated.
What it is
In virtual reality therapy, a person wears a headset and enters a computer-made world, such as a bus, a supermarket, a café or a shopping street. There they practise situations they find threatening in daily life.1 It is used for people with psychosis who feel suspicious or anxious among others, or who avoid going out, and is given alongside usual care.2,3
How it works
Many people with psychosis avoid social situations because of suspicion and anxiety.2 Staying away, or taking precautions while in a situation, can keep a fear alive, because the person never gets to learn that the harm they fear does not happen.4 In virtual reality, the person can enter such situations step by step, drop the precautions and test what they fear.4 The scenes can be adjusted to the person, so that the difficulty rises gradually.5 In the trials, paranoia and avoidance fell as people used fewer of these precautions.2,3
There are two main forms. In VR-CBT, a therapist guides each session. In gameChange, a virtual coach inside the headset guides the person, with support from a mental health worker.2,5
History
Researchers in London first used virtual reality to study paranoid thinking in 2003. Some people had suspicious thoughts even about neutral computer-made characters.6 In 2016, a study in Oxford tested it as a treatment. Practising in virtual social scenes while dropping precautions reduced how strongly people believed their delusions, more than exposure to the scenes alone.4 In 2018, a trial at seven Dutch mental health centres tested VR-CBT, and in 2022 the gameChange trial in England tested an automated version.2,3 Since 2023, NICE has allowed gameChange in the NHS for people with psychosis and severe avoidance, aged 16 and over, while more evidence is gathered.5
How well it works
In the Dutch trial, 116 people with a psychotic disorder and paranoid thoughts had 16 sessions of VR-CBT or stayed on a waiting list, both alongside usual care. After treatment, paranoia and anxiety in daily life were lower with VR-CBT, and the gains held at 6 months. The time people spent with others did not increase.2
A later trial in the Netherlands and Belgium compared VR-CBT with standard CBT for psychosis in 98 people. Paranoia fell with both. Right after treatment, it fell slightly more with VR-CBT; three months later, the difference was no longer clear.7
In the gameChange trial, 346 people with psychosis who found it hard to go out had about six sessions of automated VR therapy, or usual care alone. After 6 weeks, avoidance and distress in everyday situations were lower with VR therapy. The effect was small overall, and largest in people with severe avoidance, such as those who could not leave home alone.3
A review of 9 trials of different VR therapies found a moderate reduction in overall psychotic symptoms, but no clear effect on paranoia alone.8
Possible downsides
In the trial that compared VR-CBT with standard CBT, more people stopped VR-CBT early: 38 in 100, against 24 in 100.7 In the gameChange trial, serious adverse events were about as common as with usual care: 9 people had one with VR therapy, and 7 with usual care.3 In the Dutch trial, no adverse events were linked to the therapy.2 NICE notes that more evidence is needed on side effects and on how long the benefits last.5
Format
In the Dutch trial, VR-CBT was 16 one-hour sessions, one to one with a therapist.2 gameChange takes about 6 weekly sessions of 30 minutes. A mental health worker supports the person, in person or remotely, and this can be an assistant psychologist or a peer support worker rather than a qualified therapist.5
Contraindications and cautions
NICE allows gameChange in the NHS only for severe avoidance. For mild to moderate avoidance, it should be used only in research.5 Clinical experts advised NICE that it would not be offered instead of antipsychotic medicine.5
Alternatives
CBT for psychosis (opens in a new tab) works on the same fears without a headset, and reduced paranoia almost as much in the trial that compared the two. AVATAR therapy (opens in a new tab) uses a computer-made likeness of a distressing voice; a virtual-reality version was tested in Denmark.
What we don’t know yet
- How long the benefits last.5
- Who benefits most, beyond people with severe avoidance.
- Whether VR-CBT helps more than standard CBT in the longer term.
Where it is offered
- UPC KU Leuven, psychosis care
- Pro Persona, early intervention in psychosis (Arnhem)
- GGZ Drenthe, voice-hearing clinic
- UMCG, psychosis care
- GGZ Rivierduinen, early intervention in psychosis
