VR Therapy Supporting Content Buyer's Guide
Supporting content can be used to provide individualized experiences for clients who may benefit from content that is not available from a VR therapy product. Supporting content may be used during a session or for homework. See Selecting VR Therapy Content for information on when and how a therapist might use supporting content with examples.
These content types and sources are covered below:
Consumer VR apps
Google Street View VR
You Tube VR
Non-VR consumer apps
This guide will help you find supporting content that meet the needs of your practice and specific clients and works with your VR headset or your client's devices. See also the VR Therapy Supporting Content Directory.
Searching for content within an app store or You Tube can be frustrating. In many cases you may get better results from a regular Internet search that includes keywords describing what you are looking for and the headset type. For example, searching for: "relaxing VR content for iPhone" or "VR heights Oculus."
Other therapists can also be a valuable resource. Ask your peers what supporting content they are using with their clients.
VR therapy products that do not require Internet access via Wi-Fi typically only allow access to content provided as part of the therapy product. Check with the vendor to see if they offer any options for accessing supporting content from other sources or having content added to their product.
VR headsets provided as part of a VR therapy package may be "locked-in" to only using that vendor's VR therapy product; alternatively, the headset may be usable with other VR therapy products or supporting content from other sources. Ask the product vendor about VR headset lock-in and options for accessing other content sources.
Consumer VR Apps
In addition to psychotherapy specific VR products, you may want to consider consumer VR apps for client use in-session, while you monitor and guide them, or between sessions for homework. Unlike psychotherapy apps, consumer apps do not provide options for monitoring what the client is seeing or controls for modifying the client's virtual experience.
Consumer VR apps may provide useful instructional materials for skills training or psychoeducation, exposure experiences, or virtual environments for reward/relaxation. VR apps that may be useful include self-help apps, instructional apps, games, or other VR experiences such as virtual tours.