Emerging research underscores the potential of virtual reality (VR) as an innovative tool in the battle against mental illness, marking a promising advancement in therapeutic interventions. VR’s distinctive capability to create immersive environments, when amalgamated with artificial intelligence, offers a new frontier in combating a spectrum of mental health issues including anxiety, depression, psychotic symptoms, post-traumatic stress disorder, eating disorders, and stress.
Leading the charge in this pioneering field are companies like Tripp and Liminal VR, which are developing mental health applications tailored for popular VR headsets such as Meta Quest and Apple Vision Pro. These applications harness the power of virtual experiences to aid users in achieving states of focus, inspiration, and tranquility, showcasing the therapeutic benefits of this technology.
Liminal VR, in particular, stands out for its comprehensive approach. Co-founded by Damian Moratti and Nick Busietta in Melbourne, the company embarked on its journey in 2018 with a vision to leverage VR’s immersive potential for mental wellness. “The unique aspect of consuming content from a first-person perspective and its impact was immediately clear to us,” Moratti explained, emphasizing the distinctiveness of VR. Underpinning Liminal’s development was a multidisciplinary team, including artists, developers, neuroscientists, and psychologists, all collaborating to craft an application grounded in scientific research.
The Liminal app presents users with a selection of experiences designed to evoke various states, such as calm, energy, pain relief, and awe — with awe defined as a combination of vastness and surprise. “We chose the term ‘vastness’ over ‘scale’ not just for its effectiveness in inducing awe but also because it encompasses more,” Moratti shared, illustrating the profound impact of immersive VR experiences.
Beyond wellness, Liminal VR expands its offerings to include simulations for practical training in various tasks, from fire safety to construction. This versatility highlights VR’s unique capacity to engage users fully, providing immersive experiences unattainable through traditional screen-based media. “The sense of agency and scale experienced in VR, along with its immersive quality, brings about psychological effects that differ markedly from other technologies,” Moratti noted.
Similarly, Tripp, based in Los Angeles, is refining the VR experience by integrating generative AI into its platform, creating Kōkua — from the Hawaiian word signifying help or support. Founded by Nanea Reeves, a former senior vice president at Electronic Arts and COO at Machinima, Tripp aspires to leverage VR’s immersive potential for mental wellness. Distinguishing itself through a deeply spiritual ethos, the company foregrounds the importance of benevolence and environmental stewardship.
Reeves, reflecting on her journey, highlighted the formative influence of personal experiences and the potential of VR to simulate positive mental states. With the aid of neuroscience advisors and mental health experts, Tripp has been able to gather significant mood data from users, laying the groundwork for a recommendation engine that personalizes the VR experience.
In sum, companies like Liminal VR and Tripp are at the forefront of integrating VR technology with mental health therapy, offering novel pathways to wellbeing. Through the combination of immersive virtual environments and AI, they open up new possibilities for treating mental illness, embodying the innovative spirit that defines this burgeoning field.