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. 2019 Feb 27;10:406. doi: 10.3389/fpsyg.2019.00406

Table 3.

Potential positive aspects of the use of VR in treatment according to therapists (n = 89) and patients (n = 19).

Main and sub codes Definition of code Totala Ther.b Pat.c
Treatment characteristics
Good way to practice VR is a good way to train behavior in a realistic way 48 (10%) 44 (92%) 4 (8%)
Addition to treatment VR offers new possibilities for and/or works better than current treatment 36 (8%) 33 (92%) 3 (8%)
Fit current treatment VR can be used well within the current way of treating patients 31 (7%) 28 (90%) 3 (10%)
Input for conversation The use of VR can lead to relevant topics for treatment 21 (5%) 21 (100%) 0 (0%)
Insight into patient’s behavior The therapist gains new insights into the patient by observing his behavior in VR 20 (4%) 19 (95%) 1 (5%)
Practicing in a safe way Patients can practice in VR without harming themselves or their environment 13 (3%) 13 (100%) 0 (0%)
Patient characteristics
Insight into own behavior The patient becomes more aware of his own behavior and its consequences 61 (13%) 50 (82%) 11 (18%)
Improvement future behavior The use of VR leads to a positive change in the future behavior of the patient 23 (5%) 17 (74%) 6 (26%)
Suitable for specific target groups VR can be used well for specific types of patients 21 (5%) 19 (90%) 2 (10%)
Insight into other’s behavior The patient learns to better understand and interpret the behavior of others 13 (3%) 8 (62%) 5 (38%)
Support in reliving situations VR can be used to help a patient re-experience a specific offense-related scenario 13 (3%) 11 (85%) 2 (15%)
Treatment motivation An increase in motivation to actively participate in treatment because of the use of VR 9 (2%) 6 (67%) 3 (33%)
Content
Adaptation of scenarios The content of virtual scenarios can be adapted to the needs of an individual patient 36 (8%) 31 (86%) 5 (14%)
Adaptation of environments The appearance of virtual environments can be adapted to the needs of an individual patient 31 (7%) 27 (87%) 4 (13%)
Realism of behavior Behavior of and interaction between virtual people seem realistic to the user 23 (5%) 22 (96%) 1 (4%)
Adaptation of persons The appearance of virtual people can be adapted to the needs of an individual patient 21 (5%) 17 (81%) 4 (19%)
Practical
Visual realism Environments and people in VR look similar to environments and people in real life 29 (6%) 28 (97%) 1 (3%)
New technology VR offers a possibility to use new, innovative technology within treatment 17 (4%) 9 (53%) 8 (47%)
Total 466 (100%) 403 (86%) 63 (14%)

aThe total number of times a code was mentioned in all answers together, and (#%) the percentage of the total number of all 466 codes. bThe number of times a code was mentioned by a therapist, and (#%) the percentage of the total number of times the code was mentioned by therapists and patients. cThe number of times a code was mentioned by a patient, and (#%)the percentage of the total number of times the code was mentioned by therapists and patients.