Mental health problems are inseparable from the environment. With virtual reality
(VR), computer-generated interactive environments, individuals can repeatedly
experience their problematic situations and be taught, via evidence-based
psychological treatments, how to overcome difficulties. VR is moving out of
specialist laboratories. Our central aim was to describe the potential of VR in
mental health, including a consideration of the first 20 years of applications.
A systematic review of empirical studies was conducted. In all, 285 studies were
identified, with 86 concerning assessment, 45 theory development, and 154
treatment. The main disorders researched were anxiety (n =
192), schizophrenia (n = 44), substance-related disorders
(n = 22) and eating disorders (n = 18).
There are pioneering early studies, but the methodological quality of studies
was generally low. The gaps in meaningful applications to mental health are
extensive. The most established finding is that VR exposure-based treatments can
reduce anxiety disorders, but there are numerous research and treatment avenues
of promise. VR was found to be a much-misused term, often applied to
non-interactive and non-immersive technologies. We conclude that VR has the
potential to transform the assessment, understanding and treatment of mental
health problems. The treatment possibilities will only be realized if – with the
user experience at the heart of design – the best immersive VR technology is
combined with targeted translational interventions. The capability of VR to
simulate reality could greatly increase access to psychological therapies, while
treatment outcomes could be enhanced by the technology's ability to create new
realities. VR may merit the level of attention given to neuroimaging.