Can Virtual Reality Really be a Treatment Tool in Occupational Therapy?

What is Virtual Reality Therapy?

Virtual Reality (VR) is an emerging area of practice in occupational therapy. It is a new way of doing therapy and has gotten much attention over the past couple of years. VR is computer generated simulation that mimics the real world. It uses special equipment with sensors to create a seemingly real environment. It has been used by physical therapists as a treatment option for patients with physical limitations that prevent them from walking or using their limbs. This may be due to several reasons; traumatic brain injury, knee surgery, or a neurological condition that limits your ability to walk. VR is a new and interactive tool that can be used in therapy to engage patients and improve their functional mobility, the ability to move around in one's environment. 

How does it work? 

Because virtual reality is a computer-based experience, technology plays an important role. This form of therapy is more appealing to children of all ages. VR works by using computer technology to create a virtual environment with certain conditions and objects that can be interacted with. The idea is that the user is transported to a virtual reality that enhances our sensory systems. The equipment used may include a headset, body trackers, and sensors that may be placed in various places across the body. 

There are three forms of virtual reality experiences:

  1. Non-immersive VR

    This type of VR may be commonly used in everyday life. A good example of this is a video game counsel system. It does not take away from reality, but it utilizes a computer-generated environment.

  2. Semi-immersive VR

    This type of VR is just as described in the name, it provides a partially virtual experience. If you’ve had the chance to explore the Mall of America in Bloomington, Minnesota, there is an opportunity to be immersed in this type of VR. FlyOver America is a great example of a semi-immersive VR. This experience provides a 3D virtual environment with a large screen where you feel like you are flying over the United States but still aware of your surroundings.

  3. Full-immersive VR

    This type of VR provides users with the most realistic experiences in a virtual environment. Headsets are usually used to make the experience more enhanced. The controls use a tracking system to sense movements and provide you with tactile sensations. This experience allows the user to be fully immersed in VR.

VR and the Sensory Systems:

Visual System

The ability to see is an important part of VR Therapy. VR provides high-resolution images to the visual system which brings the experience to life. VR enhances your optic flow which makes you feel like you are moving through space while standing in place. 

Auditory System

VR Therapy uses playback of sounds that the user may hear in their daily lives to enhance the experience. Hearing is important as it helps us to interpret the world around us. The sound introduced within the headsets are essential for making the VR experience come to life.  

Proprioceptive system

For individuals with limited motor control, VR therapy is encouraged. As the child attempts to play video games and sports games, their proprioceptors are activated. Proprioceptors are the receptors embedded in the muscles and joints that stimulate movements.

VR and Occupational Therapy

VR therapy has been utilized as a treatment option for children with cerebral palsy (CP) to assist with improving motor functions. Motor function is the term used to describe any activity that encourages movements of the body’s muscles. CP is a cluster of neurodevelopmental disorders that affects a child's ability to move and maintain an upright posture and balance. A characteristic of cerebral palsy is a delay in motor development which impacts motor functions. The research indicates that VR Therapy is a useful tool for children with limited motor control. According to Okmen and colleagues in their study, on the effectiveness of VR on the functional development of children with cerebral palsy, it was found that VR Therapy along with conventional therapy provides the most significant impact on alleviating symptoms of cerebral palsy. VR is proven to be a useful treatment option for the treatment of neurodevelopmental conditions such as CP. 

We’ve considered how useful VR can be in the treatment of children with neurodevelopmental disorders. Let’s consider who else could benefit from VR Therapy.

Pain management

  • VR therapy has been clinically proven to be an effective tool for pain management. There are many studies showcasing the benefits of VR in minimizing pain for patients dealing with chronic pain. According to this study by Phelan and colleagues (2021), it was found that VR is an effective tool in mitigating pain for burn patients in the hospital. In their study, they found that adapting the VR experience to fit the client's interests not only enhanced user experience by increasing positive emotion but also reduced pain for these patients.

Eating disorder

  • This is a relatively new area currently being explored with VR. One study by Low and colleagues (2021) considered the role of VR-enhanced cognitive behavioral therapy in patients with eating disorders such as binge-purge eating. It was concluded in their study that VR-enhanced cognitive behavioral therapy had greater efficacy in reducing the frequency of binges and situational-induced body dissatisfaction. The results of this study highlight the potential of using VR therapy in patients dealing with eating disorders to help develop coping strategies.

Anxiety-related disorders

  • For anxiety-related disorders, the idea is that consistent exposure to the stimulus will diminish the symptoms of fear brought on by the stimulus. Because this is occurring in a virtual environment, it is less intense than real exposure therapy. Exposure therapy is when the individual is exposed to the thing causing the anxiety or negative emotional response over time in a controlled environment. VR therapy is used similarly but in a virtual world rather than being exposed to the real stimulus. 

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