State of the art of virtual reality therapy in phobic disorders
(review paper)
Stéphane Roy


ABSTRACT

Virtual reality (VR) offers today a new paradigm for human-computer interaction, in which users are no longer simply external observers of images on a computer screen, but active participants within a computer-generated three-dimensional world. As such, this environment provides a protected and convenient setting for psychological treatments. Most of the psychological therapies carried out with the help of virtual reality relies on the principle of exposure, consisting in confronting and accustoming the patient to the stress situation. Case studies demonstrating the effectiveness of the exposure provided by virtual reality have been reported on fear of flying, acrophobia, claustrophobia and agoraphobia. In comparison with the use of this technique in the real world (in vivo exposure), virtual reality shows less constraints. One of principal assets of a treatment in Virtual reality is the possibility for the therapist to control the intensity of the stimuli administered (e.g. variations of the stress situations, addition of new modes of stimulation: tactile, visual, etc.) in order to make their progression continuous and soft. In addition, the patient - like the therapist - has the possibility to stop the simulation immediately in case of problems (faintness, poor comprehension of the instructions, …) and discuss them, a solution that is not always possible during an in vivo exposure. Virtual reality proves advantageous also in a specific type of exposure, namely, 'systematic desensitisation', where the patient is asked to imagine the anxious stimuli. The problem with this technique is that some patients are not able or too phobic to imagine the situation prescribed by the therapist and that there is no control on what the patient actually imagines. Presenting the situation via a VR simulation may then help avoiding these problems. Opportunities and limits of a virtual reality therapy will be reviewed in this paper.