Virtual reality and social skills training with researchers from the University of Aix-Marseille.

Doctoral student in psychology at the Social Psychology Laboratory of the University of Aix-Marseille, I work with Dr Del-Monte, Mrs Fauvarque, and Pr Graziani on virtual reality in the therapeutic context. In this context, I have the pleasure to work for 3 years with C2Care. The plurality and customization of the environments allowed me to have the freedom to direct my research in the desired direction without technological barriers. Virtual reality no longer has to prove its effectiveness in the therapeutic field

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We use Artificial Intelligence both through a coach named Camille and through virtual characters within the scenes. Camille provides support and acts as a trusted companion to whom you can share your concerns without fear of judgment. On the other hand, the virtual characters faithfully replicate real-life social behaviors. You will be able to interact with them in various everyday contexts, such as a party, a date, a job interview, or a spontaneous conversation on the street. Learn more

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SOCIAL SKILLS TRAINING WITH RESEARCHERS FROM THE UNIVERSITY OF AIX-MARSEILLE

Doctoral student in psychology at the Social Psychology Laboratory of the University of Aix-Marseille, I work with Dr Del-Monte, Mrs Fauvarque, and Pr Graziani on virtual reality in the therapeutic context. In this context, I have the pleasure to work for 3 years with C2Care. The plurality and customization of the environments allowed me to have the freedom to direct my research in the desired direction without technological barriers. Virtual reality no longer has to prove its effectiveness in the therapeutic field.
Whether it is in the treatment of phobias of all kinds, the Cognitive rehabilitation or even relaxation, this constantly evolving tool is a real asset for professionals and researchers. Moreover, the therapy is not always very engaging, but the playfulness and novelty of virtual reality is a significant argument that attracts and motivates patients and participants alike, for the research field.

Generally presented as great supports for exposure therapy, we wanted to divert the environments from their primary purpose by focusing on a less exploited part of psychotherapy: social skills training. And yet … in many psychiatric pathologies, from social anxiety to personality disorders to schizophrenia or autism, the acquisition of social skills is often lacking. These disorders in interpersonal relations generate difficulties in the spheres of private, social and professional life which are added to the other symptoms with which the patient must cope.
The intervention on these spheres is mostly done through role playing in the context of therapeutic groups or simulated situations in the therapist’s office. Although these modalities remain interesting, they have the drawback of being too far removed from the situations that patients experience in their daily lives. Unfortunately, it is often complicated, if not impossible, to mobilize external individuals willing to play the role of social interlocutors in role-playing games. This is where virtual reality can be used to its full potential. The plurality of environments, but also their controllability, and their customization are all elements that make it a relevant basis for these role plays. The software offers a variety of relevant situations: school situations, or situations requiring to speak in front of a varied public. This personalization allows us to scale the difficulty (such as the attitude of the interlocutors, the number of people present in an audience) which is extremely interesting for research and for therapeutic practice. We were able to propose exactly the same situation to all our participants and ensure the validity of our results. In a real situation, the uncontrollable variables would have been too numerous to allow us to validate our hypotheses without fearing that they would be more responsible for the results than the variables we chose to implement.

Based on the environments provided for the exposure of patients affected by glossophobia and school phobia, we worked on how to stimulate social behavior in these environments. In other words, we worked on increasing social behaviors towards virtual characters (like the audience) present in the virtual environment. Without revealing too much for the moment, the results are encouraging and offer us interesting perspectives. Being able to stimulate these behaviors in virtual reality would allow patients to feel more confident to implement these behaviors in their daily life, which will improve their social sphere and therefore their social support, and in fact, their quality of life..

Written by Lisa Cerdà – Doctoral student in Psychology – Social Psychology Laboratory of the University of Aix-Marseille

Do you need further information or have any specific questions ?

FAQ

Virtual reality (VR) is an innovative technology that enables patients to be exposed to immersive and controlled environments, facilitating the management of numerous psychological and psychiatric disorders. Its use in mental health offers several advantages:
  • Gradual and Controlled Exposure: VR allows patients to confront anxiety-inducing situations in a secure environment, gradually adjusting the intensity of stimuli to promote habituation and emotional regulation.
  • Realistic and Reproducible Environments: Unlike traditional techniques, VR provides immersive scenarios that can be consistently reproduced, ensuring a coherent and effective approach.
  • Increased Patient Engagement: The interactive and immersive nature of VR enhances treatment adherence and motivates patients to continue their therapy.
  • Personalized Treatment: Virtual environments can be adapted to meet the specific needs of each patient.
  • Versatile Applications: VR is used to treat anxiety disorders (phobias, post-traumatic stress disorder, obsessive-compulsive disorders), addictions, mood disorders, and even cognitive remediation.
The use of virtual reality in healthcare is not new! It has been studied and utilized for over 30 years in the medical and psychological fields. As early as the 1990s, researchers began exploring its potential for treating anxiety disorders, particularly phobias and post-traumatic stress disorder. Since then, numerous scientific studies have confirmed its effectiveness in addressing various psychiatric, neurological, and cognitive disorders.
Today, VR is widely integrated into therapeutic and medical practices, with clinically validated protocols. It is used in hospitals, clinics, and psychologists' offices worldwide to provide patients with innovative, effective, and safe treatments.
To use virtual reality, one must immerse themselves in a virtual environment. There are several ways to achieve this.
In the past, the CAVE system (Cave Automatic Virtual Environment), a 3D setup consisting of multiple screen walls, was the primary method used. This system allowed users to be fully immersed in the virtual world, with their movements detected in real-time. However, this technology was expensive and not widely accessible.
Since around 2016, with the introduction of virtual reality headsets like the Oculus Rift and HTC Vive, VR has become much more accessible. These headsets immerse users in virtual reality through an enclosed screen that projects digital images. The user's head movements are tracked, enabling them to look around and interact with the environment as they would in the real world.
Today, VR headsets are wireless and standalone, providing maximum comfort and ease of use without requiring external sensors or cables.
A virtual environment is an immersive digital simulation created through virtual reality. It allows users to navigate in a 3D space that accurately replicates everyday situations or specific contexts.
In mental health, these environments are designed to help individuals gradually face certain situations, manage their emotions, or enhance cognitive skills. By interacting with these virtual spaces, patients can engage in meaningful experiences tailored to their needs.
You need to equip yourself with a virtual reality headset. Our software is compatible with Meta Quest 2, 3, and 3S. 
You will then only need an internet connection. 
Numerous studies confirm that virtual reality is safe to use. However, some restrictions are in place to protect users from potential adverse effects.
For instance, individuals with epilepsy and pregnant women should avoid this type of therapy.
As with any immersive technology, prolonged use may cause visual fatigue or mild discomfort, particularly for those sensitive to motion sickness. Therefore, it is recommended to take regular breaks and adjust session durations according to individual needs.
Virtual environments are designed to be gradual and controlled, minimizing the risk of excessive anxiety. Most users quickly adapt to immersion and experience the benefits of this innovative approach from the first sessions.
Anxiety disorders and phobias can be effectively treated using virtual reality. Patients are gradually and progressively exposed to anxiety-inducing situations in various environments while remaining in a safe space. This process helps develop a sense of habituation, ultimately reducing or even eliminating anxiety over time.
Behavioral and substance addictions can also be addressed through virtual reality. By incorporating synthetic stimuli into the environments that trigger craving responses, patients struggling with addiction can work on their cravings to diminish the urge to consume.
Additionally, multiple environments—such as bars, casinos, and social settings—enable cognitive work on dysfunctional beliefs associated with specific temptation scenarios.
Regarding eating disorders, virtual reality software helps target key etiological factors, such as body dysmorphia, allocentric lock (a tendency to focus on others rather than oneself), and food cravings.
Currently, our TERV (Virtual Reality Exposure Therapy) solutions include multiple software programs designed to address critical psychiatric, psychological, and neuropsychological determinants such as relaxation, cognitive stimulation, behavioral activation, and social skills training.
Reminiscence therapy is also a major therapeutic tool in treating depression. By allowing patients to relive sensations linked to past pleasurable activities (such as sports, driving, or traveling), virtual reality stimulates hypoactive brain areas, enhancing therapeutic success. VR serves as an excellent mediator for reigniting engagement in enjoyable activities.
Moreover, cognitive stimulation for elderly individuals is another area where virtual reality proves beneficial. By leveraging technology to make stimulation activities more engaging and accessible, patients and nursing home residents can improve executive functions and memory through specially designed applications.
Today, virtual reality in mental health care is advancing rapidly. Researchers, clinicians, and developers continue to explore new therapeutic targets to offer innovative and effective treatment solutions in the near future.
VR can be used by all healthcare professionals assisting patients with anxiety, phobias, post-traumatic stress disorders, addictions, or other psychological challenges.
It is particularly beneficial for psychologists, psychiatrists, neuropsychologists, specialized nurses, as well as psychomotor therapists, physiotherapists, dietitians, sophrologists, and hypnotherapists. With a wide range of immersive environments, VR enhances therapeutic approaches and provides innovative tools to improve patient care.
Healthcare providers incorporating virtual reality exposure therapy (VRET) expand their range of treatment options. VRET is a well-established therapeutic technique with scientific validation from cognitive-behavioral therapy research.
  • Professional Differentiation: Integrating VR into practice allows therapists to stand out from traditional treatment options.
  • Scientific Validation: VRET is backed by extensive research, reinforcing its credibility as an effective treatment method.
  • Improved Patient Engagement: The interactive nature of VR fosters greater patient involvement in therapy.
  • Time-Saving: VR provides direct access to various exposure environments without needing external logistics.

One of the considerable advantages of virtual reality is that it is effective on a wide spectrum of populations. Existing data from the literature on the subject shows us that it is entirely possible to expose a wide age group to virtual reality, with real therapeutic benefits.

The studies attest, in fact, to excellent feasibility and significant results; particularly in adults, in the treatment of anxiety disorders (including school phobia), autism, addictions, eating disorders, neuropsychological disorders, psychotic disorders and mood disorders.

The results are identical for adolescents with a significant added value concerning therapeutic engagement where virtual reality promotes adolescents' interest in their therapy.

Among elderly subjects, study results encourage the use of virtual reality with the aim of working on cognitive stimulation, on behavioral disorders but also on anxiety.

One of the major advantages of virtual reality is its effectiveness across a broad spectrum of the population. Existing literature on the subject shows that virtual reality can be used with individuals of various age groups, providing significant therapeutic benefits.
Studies confirm excellent feasibility and significant results, particularly among adults in the treatment of anxiety disorders (including school phobia), autism, addictions, eating disorders, neuropsychological disorders, psychotic disorders, and mood disorders.
The results are equally promising for adolescents, with a notable advantage in terms of therapeutic engagement, as virtual reality enhances their interest and participation in treatment.
For older adults, research supports the use of virtual reality to improve cognitive stimulation, behavioral disorders, and anxiety management.
However, people with epilepsy and pregnant individuals are not advised to undergo this type of therapy.
Yes, all our environments are grouped within a single application.
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