A single session of virtual reality coaching can sharply reduce paranoia in patients with schizophrenia, enabling them to re-enter situations they have avoided for years. This matters because almost all patients with psychosis experience intense anxiety and mistrust, making it frightening to go outside. They withdraw from activities, and the resulting isolation worsens both physical and mental health. Yet there are too few clinicians to deliver the psychological therapy that could break this cycle. Immersive VR, delivered with affordable consumer equipment, can fill that gap by providing personalised, graded social situations in which patients learn to overcome their difficulties—and that learning transfers to the real world. If this research succeeds, a six-hour VR treatment could become a routine part of NHS psychosis services, radically increasing access to effective therapy. A multi-centre trial with 432 patients will test whether the treatment boosts real-world activity (measured objectively by actigraphy), reduces psychiatric symptoms, and improves quality of life. An economic evaluation will build the case for commissioning VR in the NHS, potentially transforming how mental health care is delivered for one of the most underserved patient groups.
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Problem: Almost all patients with schizophrenia get anxious and mistrustful. They often hear threatening voices. Their self-confidence is greatly reduced. Understandably, patients often find it frightening or difficult to be outside among people. They tend to withdraw from activities, and this isolation and inactivity leads to a cycle of worsening physical and mental health. Breaking this cycle requires treatment that enables patients to learn that they can safely and confidently enter everyday situations. But there are too few clinicians to do this vital work. Solution: Immersive virtual reality, combined with psychological science, can solve this major clinical issue. Within VR social situations we can now coach patients in how to overcome difficulties. The situations are graded for difficulty and personalised. Learning in VR transfers to the real world. Our VR treatments are delivered with affordable consumer equipment. Data: Our group pioneered the use of VR for psychosis (Freeman et al, 2003). Our recent randomised controlled test with 30 patients showed that just one session of our VR cognitive treatment produces large reductions in persecutory delusions (d=1.3) compared to VR exposure treatment (Freeman et al, 2016). Our treatment leads to large reductions in distress in real-world situations (d=0.8). Patients reported that VR enabled them to go back into situations they had avoided for years. These are unprecedented effect sizes in psychosis when comparing active treatments. We have an MRC award that has funded the treatment to be lengthened, automated, and tested with a further 90 patients. Hypotheses: 1. VR can be a highly engaging, popular, and feasible treatment in psychosis services, thereby radically increasing access to psychological therapy. 2. The VR treatment leads to greater recovery in psychiatric symptoms, higher activity levels, and better quality of life compared to current practice. 3. There is a strong commissioning case for the use of VR in NHS psychosis services. Method: The Royal College of Art Healthcare Research Space, working with the McPin Foundation, will use a Double Diamond process to greatly enhance the user experience of the treatment (Workpackage 1). Contextual issues concerning NHS implementation will be addressed by clinical adoption studies led by NIHR MindTech HTC (Workpackage 2). MindTech, collaborating with the McPin Foundation, will conduct a formal evaluation, focussing on factors affecting engagement, clinician training, and impact on the psychosis care pathway. A VR implementation toolkit will be produced. We will then carry out a multi-centre (Bristol, Manchester, Newcastle, Nottingham, Oxford) trial. 432 patients attending psychosis services and having difficulties going outside will be randomised to the six-hour VR treatment added to standard care or standard care (Workpackage 3). Blind assessments will be conducted at 0, 6 (post treatment), and 26 weeks. The primary outcome is activity, with movement data recorded objectively by actigraphy. The secondary outcomes are psychiatric symptoms (paranoia, anxiety, depression, suicidal ideation), psychological well-being, and quality of life. 432 participants will provide 90% power to detect a standardised effect size of 0.35, at 5% level of significance and allowing for 20% attrition. An economic evaluation, adopting a health and social care perspective, will assess cost-effectiveness, and feed into the development of the value proposition and commissioning case (Workpackage 4). This will be led by MindTech. Commercialisation will be conducted in partnership with Nowican (Oxford VR) (www.nowican.com), a new University of Oxford spin-out supported by Oxford Sciences Innovation, which draws investment from funders such as the Wellcome Trust, Google Ventures, and the university. Outcome: A proven, highly efficacious, and highly engaging VR treatment system for patients with psychosis, with a commissioning rationale for sust
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