Article 2GPB9 Why virtual reality could be a mental health gamechanger

Why virtual reality could be a mental health gamechanger

by
Daniel Freeman and Jason Freeman
from on (#2GPB9)

We're still a long way from from being able to provide timely treatment to everyone who needs it, but we could be on the brink of change thanks to VR

Few tech topics are hotter right now than virtual reality (VR). Though it's been around for decades, VR has at last entered the world of consumer electronics via devices like the Oculus Rift and HTC Vive and, increasingly, headsets that can be used in conjunction with our mobile phones. But VR isn't just a technological game-changer: it could transform the way we tackle mental health problems.

Not so long ago, talking about psychological problems was taboo. Now the scale of these disorders is no longer a secret. We know, for example, that one in four people will experience mental health issues at some point in their life. The ramifications from this ocean of distress aren't merely personal; the socio-economic consequences are profound. Nearly half of all ill health in working age adults in the UK is psychological. Mental illness costs the UK economy 28 billion every year - and that's excluding NHS costs.

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