Highly immersive VR environments meaning that therapeutic learning transfers to the real world

We develop psychological interventions based on proven treatment protocols and deliver them using immersive technology.

Our treatments are automated and use a virtual coach to enable greater access to cost-effective and high-quality therapy.

In VR we can create powerful simulations of the scenarios in which psychological difficulties occur. Averaging at just two hours of treatment, our immersive therapy has been proven to be successful in reducing patients fears by 68%.

So far, we have completed programs to treat fear of heights and boost social engagement. Looking forward, work is underway to tackle the full range of psychological disorders, particularly those that are most complex, costly and debilitating.

Fear of heights

Fear of heights is a significant clinical problem, estimated to affect 3-5% of the population. Averaging at just two hours of treatment time, our immersive therapy has been proven to be successful in reducing patients fears by an average of 68%, demonstrating the huge potential of auotmated VR treatments.

In our VR program to tackle fear of heights, therapy is delivered by a computer-generated virtual coach using protocolised, evidence-based cognitive behavioural therapy (CBT).

Our ground-breaking VR therapy is now available in the UK to NHS patients through the NHS IAPT service (Improving Access to Psychological Therapies):

The fear of heights treatment is also available privately at Oasis Talk. Oasis Talk provide psychological therapies to people in Bristol and South Gloucestershire: 

Vicki Palmer, CEO & Clinical Director at service provider Oasis-Talk:

“Service users and staff have been impressed by how effective and quick the treatment has been. So far, 100% of service users have succeeded in fully overcoming their fear of heights; even in very severe cases.”

Social engagement

Our social engagement program has been developed to help people feel safer and more confident in social situations.

During the therapy, users are guided by a virtual coach through a graded series of tasks in environments that reflect everyday situations. The immersive VR technology allows the user to experience situations they find troubling in a safe and controlled environment.

By completing the tasks, users learn that they can cope in situations and the results transfer to the real world. The social engagement program implements proven, evidence-based psychological techniques.

 

Psychosis

Psychosis is a serious mental health disorder which can affect individuals’ thoughts, feelings and behaviours.

Led by the University of Oxford and Oxford Health NHS Foundation Trust, we are an integral collaborator in gameChange, a £4 million project funded by the UK National Institute of Health Research (NIHR). 

gameChange comprises of three main stages. First is the design and development of the VR treatment. Oxford VR will produce a six-session automated treatment that’s easy to use, engaging, and right for patient needs. Stage two is a large multi-centre clinical trial in NHS trusts across the UK to demonstrate the benefits of the VR treatment. The third part of the project is the implementation package and roadmap to roll out the treatment across the NHS. 

“We are at a moment of real change in advancing treatment for serious, complex and costly mental health conditions and gameChange will show how the very best psychological science when combined with scaleable, state-of-the-art VR technology can revolutionise treatment and deliver a superior patient experience”.

Barnaby Perks CEO OVR.

Automated therapy

OVR's therapy is automated via an integrated virtual coach. Adherence to evidence-based treatment protocols is combined with genuine ease of use.

Experience on demand

In VR we can create powerful simulations of the scenarios in which psychological difficulties occur, providing a safe space to try new behaviour

Learning that translates

Despite a simulated environment, the mind and body behave as if it were real. This means that the lessons learned in VR transfer into everyday life

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