
How did VR start?
Who are the pioneers and what are the relevant moments in its history?
How did VR get involved with the field of Mental health?
Who were the first ones focusing their work on this intersection?
How do we humans perceive reality?
How do we humans build knowledge from experience?
What is the definition of Virtual Reality?
What is the definition of Mental Health?
How do we humans perceive digitally simulated entities?
What is digital Immersion and how does it influence a VR experience?
What are the mechanisms of feeling present in a digital experience?
Do we react to virtual scenarios in the same way we do in our real life?
What is body image?
How does having an Avatar make a difference in VR?
What are the hardware and software components involved in VR experiences?
Which are the safety measures one should follow when using a VR system?
What are the ethical principles any professional must follow when applying a VR system to a clinical case?
How is VR related to Psychology?
What is the rationale of applying VR systems in the psychotherapeutic field?
Which mental health conditions are safe to be approached with a VR system?
Which mental health conditions are still not evidence-supported enough to be approached with a VR system?
What are the new frontiers for VR?
Can personality change through digital experiences?
Why is VR relevant to be studied?
How would be an integrative example of VR application as a clinical resource?
What are my conclusions about this topic?
I created this course to be a theoretically integrative course focused on the use of Virtual Reality (VR) in the field of Mental Health, specifically Psychology, from a scientific and evidence-based point of view. You don’t need any kind of prior knowledge to understand what I present here.
The professional use of VR systems in the field of mental health is already an effective reality. Almost four decades have passed since the first intersection, and it’s a current field of knowledge that already has applications for various mental health symptoms and disorders (Anxiety, Depression, PTSD, ASD, Schizophrenia, Eating and Binge disorders, Substance abuse, Coping strategies, Social Skills, etc.).
We are considering a digital simulation in which our experiences can have an effective and lasting impact in real life, using a system that allows total control over the perceptual stimuli presented to achieve greater precision when implementing different therapeutic strategies. VR is not a new form of therapy, but rather a set of technological developments that can serve as resources in the clinical field to conduct interventions more ecologically and effectively.
VR systems offer the possibility of living a digital experience in a controlled and protected environment where patients can begin to explore, experiment, and act freely or through specific tasks. We have created the possibility of inhabiting, feeling, and remembering our actions and those of others in digital simulations. We have created one more escape from reality into the virtuality of the fantastic.
Connecting to a global network in which our being may interact with others through an interface is not an irrelevant phenomenon to happen; It can change our ways of communicating, of behaving and learning, of building knowledge. However, all this can affect us in a complex way without us realizing it; we are largely unaware of these effects most of the time.
If you are interested in what happens (to us) when we use a VR system (human-machine interaction POV), then this is the course you’re looking for.
At the end of each class you’ll be able to access a list with all the references and sources I used, for you to be able to look up as much additional information and details as you want.