Melbourne lab trials virtual reality tech in mental health treatment

Melbourne lab trials virtual reality tech in mental health treatment

A world-first laboratory in Melbourne is on the brink of delivering a new treatment option for mental health. This treatment is like something out of Ready Player One, utilising virtual reality technology.

Trials of the virtual reality technology for treatment suggest it could be used to address conditions from psychosis to anxiety, eating disorders, and phobias. The treatment is being aimed at people aged between 12 and 25.

As those studying programs like a Graduate Diploma of Psychology (Advanced) or a similar course would know, Australia is currently facing a mental health crisis. The Australian Bureau of Statistics reports the number of people experiencing mental disorders is rising every year.

What is virtual reality?

Virtual reality (VR) technology enables users to explore 3D spaces using specialised headsets and hand controllers. Depending on the specialised headset, they also can use cameras and motion tracking technology to increase accuracy and track the user’s real-world movement.

Virtual reality has found usage across a variety of industries, like healthcare and design, but the most popular is for gaming. VR gaming is one of the most well-known uses of virtual reality, offering fully immersive environments for players to interact and explore.

The history of virtual reality

Virtual reality has a rich history, dating back further than people think – even before the term was coined and formalised. If we focus on virtual reality as creating an illusion of being present in “virtual” environments, it dates back to 360-degree murals/panoramic paintings from the 19th century.

During the 19th century, 1838, Sir Charles Wheatstone’s research also laid the foundation for what would be used as the base for modern virtual reality tech. Wheatstone demonstrated that the brain could process different two-dimensional images from each eye into one object of three dimensions.

Based on these findings, Wheatstone went on to invent stereoscopes. By viewing two stereoscopic images or videos side by side, the user of a stereoscope gains a sense of depth and immersion.

Modern virtual reality

Since the 19th century, we’ve seen various portrayals and attempts at virtual reality and head-mounted displays – like we use today and seen in Ready Player One. One of the most iconic was the Nintendo Virtual Boy in 1995.

Modern virtual reality and widespread usage dates back to 2012, with the Oculus Kickstarter. Palmer Lucky launched a campaign to fund the product and development of his prototype VR headset, the Oculus Rift.

A few years following the success of the Kickstarter campaign in 2014, Facebook bought Oculus and other major companies, including Google, and Sony decided to work on their own VR projects.

A decade later, and the rest is history. Oculus has expanded, with standalone VR headsets, and gaming giants like Valve have joined the market. According to a report from Verge, Meta (Facebook) has sold nearly 20 million Quest headsets alone.

Virtual reality in healthcare

Virtual reality and its sister technology, augmented reality, have been revolutionising the healthcare industry for both – providers and patients. Over the past decade, the technology has been used to improve patient outcomes and as a complementary tool for medical education.

In Western Australia, virtual reality goggles are being used to help children feel less anxious and stressed during blood tests and other procedures. As of 2017, the technology is already being employed by St John of God Health Care hospitals and is starting to spread.

We are seeing VR headsets gain popularity and spread across the rest of the country. For example, Smileyscope VR headsets are being adopted at pathology clinics, like SA Pathology and Clinpath, to help calm children during venepuncture procedures.

Virtual reality has also been used for medical training purposes. Examples of this already being used include CPR and training new surgeons. VR allows hospitals to train surgeons in a controlled environment, without paying for dummies for the operation or risking the health of actual patients.

The mental health crisis

Results from the National Survey of Mental Health and Wellbeing show more than 2.3 million Australians aged 16 to 85 appear to require professional mental health care support but aren’t receiving it.

These statistics reinforce that Australia is currently going through an unprecedented mental health crisis on a national level. For every person who is currently receiving professional mental health care, a person is going without it.

A recent poll from the Black Dog Institute revealed that cost is one of the primary reasons for delaying or not seeking mental health care, especially among young people. Sixty per cent of the people surveyed between ages 18 to 24 reported they couldn’t afford the help they needed.

The country-wide mental health crisis extends beyond just affordability. In Australia, mental health and psychiatric care are also woefully underfunded compared to physical health. The global pandemic, understaffing, and lack of staff contribute to the problem, too.

According to data from Orygen, The National Centre of Excellence in Youth Mental Health, the crisis is a grim picture, to say the least.  Their research revealed:

  • Mental illness accounts for 45 per cent of the overall burden of disease in individuals aged 10 to 24 around the world.
  • In Australia, the leading cause of death for individuals aged 15 to 44 years old is suicide.
  • Only two per cent of health budgets worldwide are allocated to addressing mental health care.
  • One in five people will suffer depression before the age of 18.

The solution to Australia’s current mental health crisis isn’t easy, either. It’s a complex and costly issue, which will require more funding, resources, and staff. While it isn’t a fix, the emerging virtual reality treatment may help alleviate some of the issues.

Mental health & VR

Orygen, along with being The National Centre of Excellence in Youth Mental Health, is also the company designing the VR treatment at the Melbourne-based laboratory. The two VR programs they have designed are known as “Mind” and “Visor”.

Mind shares similarities with the famous film Inside Out. It is a VR program that encourages young people to share and visualise their feelings. The second program, Visor, simulates real-life, controlled environments as part of its treatment.

Studies have found virtual reality as a clinical tool for mental health to be effective. It features several benefits, including creating controlled environments, personalisation, real-time data, and increased engagement.

Orygen is planning clinical trials across the country for its mental health VR treatment, with the hopes it’ll be a new standard form of treatment for young people. 


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