Chapter 21 – Psychological Applications of Virtual and Augmented/Mixed Reality

Chapter Summary

VR Equipment

  • Many types of display and interaction technologies are used in virtual reality (VR).
  • These induce three-dimensional viewing.
  • The most common device is a Head Mounted Display (HMD).

Head Mounted Displays

  • These are relatively lightweight headsets.
  • They may use a computer or a smartphone to run the virtual world.
  • Researchers and therapists may utilise other equipment to monitor what the user is viewing and/or their physiological reactions.

Other VR Equipment

  • While HMDs are one of the most common VR devices, there are others.
  • These include projection-based systems where users are often required to wear special sets of glasses to maintain three-dimensional viewing.
  • The VR equipment should also replicate three-dimensional sound.
  • Other senses can be presented in virtual worlds, but have received less attention.
  • A cheaper alternative to datagloves includes tactile augmentation – the use of real objects to re-create the touch sensation which would be experienced in a virtual world.
  • Users control the virtual world through a variety of interface devices, including ‘wands’ and other control systems.
  • Users may experience a form of motion sickness called cybersickness while in virtual worlds.

Augmented Reality and Mixed Reality

  • Augmented reality (AR) and Mixed Reality (MR) involve the use of virtual objects to supplement a real scene.
  • There are several applications of these technologies.
  • AR has been used in the treatment of phantom limb pain and small animal phobias.

Presence

  • Presence is the extent to which a person allows themselves to be convinced that they are somewhere other than their actual physical location.
  • It is seen in VR experiences, but also in other experiences such as watching movies.
  • Lombard and Ditton (1997) suggest that to experience presence, the user needs to have ‘an illusion that [the] mediated experience is not mediated’ (para. 1).
  • Presence may be disrupted by external distractions, cybersickness, lag, or other factors.
  • Presence is necessary for many of the psychological applications of VR to be effective.

VR as a Treatment Tool

  • VR has been used in the treatment of several conditions, including anxiety disorders.

Anxiety Disorders

  • For anxiety disorders such as phobias and Post-Traumatic Stress Disorder (PTSD), virtual environments can elicit anxiety responses in clients undergoing exposure therapy.
  • Such ‘in-virtuo’ exposure can be more effective than ‘imaginal’ exposure, and clients may prefer it to ‘in-vivo’ exposure.
  • The virtual world is an adjunct to traditional therapeutic approaches; it is not used instead of them. The presence of the therapist is still vital.
  • VR therapies have also been used for other anxiety disorders such as generalised anxiety disorder, panic disorder, and obsessive-compulsive disorder.

Addictions and Eating Disorders

  • VR exposure therapy can also be used to help clients with substance addictions or eating disorders.
  • The client is exposed to cues related to their condition in virtual worlds, and is then provided with techniques for managing and resisting their cravings.
  • The virtual world must first be shown to induce cravings in the individual and, if successful, can then be used to treat the condition.

VR as a Diagnostic Tool: Paranoia and ADHD

  • VR can help to diagnose a condition if feelings of persecution or paranoia are present in an individual.
  • Virtual worlds can be designed with several computer-controlled agents, and a user’s response to ambiguous behaviours by these agents might be indicative if they hold paranoid tendencies.
  • Similarly, the use of a virtual classroom with distracting elements can be used in the diagnosis and treatment of Attention Deficit Hyperactivity Disorder (ADHD).

VR as Pain Management

  • Psychological factors such as distraction can affect our perception of pain. This was noted by Melzack and Wall (1965) in a model known as the Gate Control Theory of Pain.
  • Various virtual worlds such as the ‘Enchanted Forest’ and ‘SnowWorld’ have been used to distract clients from pain.
  • VR has also been used as a time distractor for patients undergoing chemotherapy.

Virtual Reality in Psychological Research

  • Virtual reality allows for precise control of stimuli in perception research.
  • It may also be used in social psychological research.
  • Yee and Bailenson (2007) noted that user behaviour altered depending on their digital self-representation, terming this the ‘Proteus Effect’.
  • Chapter 21 – Useful Websites

    Stanford University’s Virtual Human Interaction Lab’s website includes a list of their publications, projects, and staff:

    The Oxford Virtual Reality (VR) for Mental Health group website includes extensive information about their projects and publications.

    The University of California Santa Barbara (UCSB) Center for Virtual Environments and Behaviour also examines a vast array of applications for VR and psychology.

  • Chapter 21 – Further Reading

    While there has been extensive research on the use of virtual environments for the assessment and treatment of various psychological conditions, there has been considerably less discussion about the ethical challenges inherent in this approach. Thomas Parsons considers these in this open-access article.

    In this article, which appeared in the British Psychological Society’s Research Digest, Emma Barratt describes how VR spaces can become inclusive places for young people to spend time.

    The International Society for Presence Research (ISPR) holds conferences on issues relating to virtual worlds and presence, and visitors to their website can read papers presented at past conferences.

    This interview with Prof. Daniel Freeman in the BPS The Psychologist magazine discusses various fascinating aspects of his work exploring the overlap between VR and psychology.

  • Chapter 21 – Audio and Video links

    Matt Vogl presented a fascinating TEDx talk on the use of VR to improve mental health, including among prison inmates.

    A short news report from BBC News considers the work of Prof. Daniel Freeman.

  • Chapter 21 – Essay questions

    1. Evaluate the additional benefit that virtual reality therapy offers over traditional therapies in the treatment of phobias or addictions.
    2. Identify the advantages of using virtual reality in the diagnosis of paranoia and ADHD.
    3. Describe the mechanism by which virtual reality can reduce the perception of pain.
    4. Evaluate the role of presence in the psychological applications of virtual reality.

Chapter 21 – Quiz

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