Virtual reality (VR) offers new possibilities in the treatment of addiction, especially for people with a Mild to Borderline Intellectual Disability (MBID). Simon Langener researches how VR technology can meet the needs of this target group. He recently obtained his PhD at the University of Twente.
Since 2019, Langener has been doing PhD research at UT, focusing specifically on the technological side of VR in addiction care. His dissertation revolves around developing virtual environments that support therapy in addiction treatment. Within addiction care, Tactus, where Langener works, has intensive experimentation with VR in the treatment room.
Experience therapy
For people with an MBID, it is often difficult to imagine abstract situations. This sometimes makes traditional cognitive behavioural therapy (CBT) difficult. VR can make all the difference. "Instead of talking about imaginary temptations and difficult situations, we can put clients in the middle of it," says Langener. By using images, sounds and interaction, senses are activated. Clients can therefore experience real reactions, such as cravings or tension. That makes practising much more realistic.
For example, clients in a VR session can experience peer pressure during a football match with drinks, or practice relaxation on a park bench. Because image, sound and environment are imitated, it becomes realistic enough to elicit sensory responses, such as tension or drug cravings. "Some clients even get a dry mouth from the drug cravings. That shows that their brain responds." Rather than relying on abstract thinking skills or role-playing, as in traditional CBT, VR offers a direct and sensory learning experience. This makes it easier to talk to clients about their triggers, coping strategies and behaviour, and they can practice this right away.
More insight into behaviour and triggers
During the study, the use of VR turned out to be valuable not only for the client but also for the treatment relationship. "We noticed that people became much more open in the VR environment," says Simon Langener. "They started to talk more spontaneously and extensively about their experiences and triggers. This gave practitioners more insight into how a client reacts to certain situations. The treatment plan can then be adjusted accordingly if necessary."
The future of VR in addiction care
Although Langener's experiences are positive, he emphasises that the use of VR is still in full development. The technology demands a lot from practitioners: they guide clients in a 3d world, while they work with a 2D screen. In addition, the equipment is expensive and requires careful consideration of aftercare: clients may feel fatigued or drug cravings after a VR session, and then need guidance to safely switch back to the real world. Still, Langener sees a lot of potential. At Tactus, he will continue to be involved in follow-up studies, which will look at how VR can be integrated even better. "VR offers great opportunities to better meet the needs of these clients. Provided we continue to develop and test it carefully."
Text: Britte van Erven