Chapter 20 - Psychological Applications of Virtual 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

  • Augmented reality (AR) is the use of virtual objects to supplement a real scene.
  • There are several applications of this.
  • 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 him- or herself to be convinced that they are somewhere other than their actual physical location.
  • It is seen in VR experiences, but also 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 are 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 Melzach and Wall (1967) 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’.

Further Reading

In this review article, Baus and Bouchard (2014) consider the transition between the use of virtual reality and the use of augmented reality in exposure-based therapies, as well as providing an overview of the history of AR and suggesting future avenues for its use.

In this article, which originally appeared in the print version of the British Psychological Society’s The Psychologist, Bailenson considers the effect that viewing the self within virtual worlds may have on individuals.

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.

An open access book examining the wider variety of applications of VR was published in 2014. It considers pathological gambling, as well as medical, industrial and engineering applications.

Bordnick et al. (2011) examine how virtual reality might be used in the assessment and treatment of obesity in this article in the Journal of Diabetes Science and Technology. The full article is available from the link below.

  • Bordnick, P.S., Carter, B.L. & Traylor, A.C. (2011). What virtual reality research in addictions can tell us about the future of obesity assessment and treatment. Journal of Diabetes Science and Technology, 5(2), 265–271.

Video links

Stanford University’s Virtual Human Interaction Lab conducts extensive research in the psychology of virtual reality. A short video describing their work is available here.

A lecture by Professor Jeremy Bailenson from Stanford University on Virtual Bodies and Human Identity describes virtual reality and in particular the potential of transformed social interaction in virtual environments.

Useful websites

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

The Virtual Reality Medical Institute provides behavioural healthcare using virtual reality exposure therapy for many of the conditions described in the chapter. Information on their clinical work and academic publications, among other information, is available here.

Multiple Choice Questions

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.