Schizophrenia is a chronic mental disorder that significantly affects thinking, emotions, perception of reality and behaviour. It is characterised by a break with reality (psychosis), often manifested by hallucinations (such as hearing non-existent voices), delusions (false or irrational beliefs), disorganised speech, emotional changes and difficulties in social interactions. It is considered one of the most disabling psychiatric illnesses and tends to appear in late adolescence or early adulthood. According to the World Health Organisation, it affects more than 20 million people worldwide and is associated with a substantial reduction in average life expectancy, mainly due to physical comorbidities, an increased risk of suicide and difficulties in accessing adequate healthcare.

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Home / Publications / Publication

Compreensão da esquizofrenia
Image reproduced from the article.

Publication type: Article Summary
Original title: Using Immersive Environments in E-Mental Health Rehabilitation Programs Directed to Future Health Professionals to Promote Empathy and Health Literacy about Schizophrenia
Article publication date: August 2024
Source: Healthcare
Authors: Paulo Gomes, António Marques, Javier Pereira, Rui Pimenta, João Donga & Raquel Almeida

What is the goal, target audience, and areas of digital health it addresses?
     The study aims to evaluate the impact of two different types of immersive environments computer graphics virtual reality and 360º video in building the capacity of professionals to deal with people with schizophrenia. The target audience includes students on social rehabilitation programmes such as nursing, occupational therapy, psychology, medicine, social work and rehabilitation, as well as health professionals in continuing training. The work falls within the areas of digital health, with a focus on e-mental health, the use of immersive technologies as pedagogical tools and the promotion of mental health literacy.

What is the context?
     Schizophrenia is a chronic mental disorder that significantly affects thinking, emotions, perception of reality and behaviour. It is characterised by a break with reality (psychosis), often manifested by hallucinations (such as hearing non-existent voices), delusions (false or irrational beliefs), disorganised speech, emotional changes and difficulties in social interactions. It is considered one of the most disabling psychiatric illnesses and tends to appear in late adolescence or early adulthood. According to the World Health Organisation, it affects more than 20 million people worldwide and is associated with a substantial reduction in average life expectancy, mainly due to physical comorbidities, an increased risk of suicide and difficulties in accessing adequate healthcare.

     In addition to the clinical impact, schizophrenia is strongly associated with stigma, discrimination and social isolation, factors that jeopardise community integration and hinder access to psychosocial support. Among healthcare professionals, interaction with people with this condition can be marked by insecurity, emotional detachment or hesitation, often resulting from insufficient mental health literacy. The lack of empathy and understanding of the illness compromises the therapeutic relationship, causes distance between professional and patient and reduces the effectiveness of clinical intervention.

What are the current approaches?
     Current approaches to treating schizophrenia are based on an integrated model that combines medication, psychosocial interventions and community care. Medication is the main resource for stabilising symptoms such as hallucinations and delusions, with antipsychotics being the most used drugs. Despite their effectiveness, these drugs are associated with significant side effects, which contributes to low adherence to treatment, especially when there is resistance on the part of the patient or limited understanding of the illness.

     Psychosocial interventions such as psychotherapy, psychoeducation, social skills training and rehabilitation programmes play a central role in promoting autonomy and social inclusion. However, their effectiveness depends on continuity of care and adaptation to individual needs. Community care complements these approaches, being provided by multidisciplinary teams that accompany patients in their living context and seek to ensure an integrated response. Even so, they face significant constraints, such as a shortage of professionals, overloaded services and fragmented responses.

     In recent years, innovative digital solutions have emerged, such as mobile applications like MindLAMP and Schizophrenia HealthStorylines, teleconsultation platforms and virtual reality-based experiences. These technologies show potential in improving mental health literacy, promoting self-care, and reducing stigma. However, important challenges remain related to inequality in digital access, the lack of scientific validation in real clinical contexts, adaptation to different user profiles and the need for specialized training for effective implementation.

What does innovation consist of? How is the impact of this study assessed?
     The innovation of this study consisted of using immersive technologies to simulate, in an educational context, the subjective experience of a person with schizophrenia, with the aim of promoting empathy, reducing social distance and improving attitudes among future health professionals. Two different exhibition formats were compared: an interactive three-dimensional graphic environment and a 360º video, both built on the same immersive narrative and the same visual and auditory stimuli, ensuring the equivalence of the experimental conditions.

     Both experiences were explored with HTC Vive Pro™ virtual reality glasses, connected to high-performance computers and wireless adapters, enabling total mobility and an experience with high visual and sound fidelity. During the exhibition, participants focused on performing the Stroop test — identifying the color in which the words were written, even when it did not match the word’s meaning (e.g., the word “green” written in blue) — while simultaneously receiving sensory stimuli typical of psychotic episodes such as auditory hallucinations, visual distortions and environmental interference which gradually intensified, promoting a symbolic immersion in the experience of a person with schizophrenia.

     The final sample consisted of 88 students from the occupational therapy course at the Escola Superior de Saúde do Politécnico do Porto, randomly allocated to two experimental groups (graphic environment vs 360º video) and a control group.

     A multimodal approach was used to assess the impact, combining subjective and objective measures. Before and after exposure to the immersive environments, the participants completed the Virtual Doppelganger Questionnaire, a validated questionnaire that assesses three aspects: empathic feelings (assessed with 12 items), social distance (7 items) and attitudes towards schizophrenia (7 items), with Likert response scales a format that allowed quantifying the degree of agreement, frequency or perceived intensity in relation to the questionnaire items. After the exhibition, a simulation evaluation scale (5 items) was also applied, which collected perceptions of the realism and involvement experienced. In addition to these questionnaires, the Igroup Presence Questionnaire was used to assess the perception of presence in virtual environments. At the same time, physiological data was collected in real time, namely heart rate and electrodermal activity, using the Biopac™ MP160 system, making it possible to gauge the intensity of the emotional response during exposure.

What are the main results? What is the future of this approach?
     Both immersive environments demonstrated significant and consistent improvements in participants’ ability to interact with people with schizophrenia, fostering more positive attitudes. The 360° video slightly stood out in reducing social distance and increasing empathy, while the graphic virtual reality showed slightly higher engagement levels, though without statistically significant differences. No relevant differences were found in perceived realism or sense of presence. Psychophysiological data showed intense emotional responses during high sensory load moments, with slight variations between formats but no statistical significance: the graphic virtual reality showed a slightly higher average heart rate, while the 360° video recorded greater electrodermal activity. Thus, the choice between formats should be based on project’s objectives, target audience, and available resources. The 360° video is recommended for quicker, more accessible, and lower-cost solutions, while three-dimensional graphic environments are ideal for experiences requiring higher interactivity, customization, and dynamic scenarios.

     This approach represents an evolution in mental health teaching by providing sensory experiences that bring students closer to the subjective reality of people with mental disorders. The integration of virtual reality into the educational context is proving to be effective in reducing stigma, strengthening mental health literacy and promoting more humanised attitudes.

     In the future, it would be pertinent to extend this strategy to other populations, such as practising health professionals, informal carers or students from different disciplines. In addition, longitudinal studies could clarify the sustained impact of these experiences over time. With the growing accessibility of immersive technology, this approach presents itself as a promising, structured and replicable teaching resource with the potential to contribute to a more empathetic, informed and person-centred clinical practice.

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Home / Publications / Publication

Compreensão da esquizofrenia
Image reproduced from the article.

Publication type: Article Summary
Original title: Using Immersive Environments in E-Mental Health Rehabilitation Programs Directed to Future Health Professionals to Promote Empathy and Health Literacy about Schizophrenia
Article publication date: August 2024
Source: Healthcare
Authors: Paulo Gomes, António Marques, Javier Pereira, Rui Pimenta, João Donga & Raquel Almeida

What is the goal, target audience, and areas of digital health it addresses?
     The study aims to evaluate the impact of two different types of immersive environments computer graphics virtual reality and 360º video in building the capacity of professionals to deal with people with schizophrenia. The target audience includes students on social rehabilitation programmes such as nursing, occupational therapy, psychology, medicine, social work and rehabilitation, as well as health professionals in continuing training. The work falls within the areas of digital health, with a focus on e-mental health, the use of immersive technologies as pedagogical tools and the promotion of mental health literacy.

What is the context?
     Schizophrenia is a chronic mental disorder that significantly affects thinking, emotions, perception of reality and behaviour. It is characterised by a break with reality (psychosis), often manifested by hallucinations (such as hearing non-existent voices), delusions (false or irrational beliefs), disorganised speech, emotional changes and difficulties in social interactions. It is considered one of the most disabling psychiatric illnesses and tends to appear in late adolescence or early adulthood. According to the World Health Organisation, it affects more than 20 million people worldwide and is associated with a substantial reduction in average life expectancy, mainly due to physical comorbidities, an increased risk of suicide and difficulties in accessing adequate healthcare.

     In addition to the clinical impact, schizophrenia is strongly associated with stigma, discrimination and social isolation, factors that jeopardise community integration and hinder access to psychosocial support. Among healthcare professionals, interaction with people with this condition can be marked by insecurity, emotional detachment or hesitation, often resulting from insufficient mental health literacy. The lack of empathy and understanding of the illness compromises the therapeutic relationship, causes distance between professional and patient and reduces the effectiveness of clinical intervention.

What are the current approaches?
     Current approaches to treating schizophrenia are based on an integrated model that combines medication, psychosocial interventions and community care. Medication is the main resource for stabilising symptoms such as hallucinations and delusions, with antipsychotics being the most used drugs. Despite their effectiveness, these drugs are associated with significant side effects, which contributes to low adherence to treatment, especially when there is resistance on the part of the patient or limited understanding of the illness.

     Psychosocial interventions such as psychotherapy, psychoeducation, social skills training and rehabilitation programmes play a central role in promoting autonomy and social inclusion. However, their effectiveness depends on continuity of care and adaptation to individual needs. Community care complements these approaches, being provided by multidisciplinary teams that accompany patients in their living context and seek to ensure an integrated response. Even so, they face significant constraints, such as a shortage of professionals, overloaded services and fragmented responses.

     In recent years, innovative digital solutions have emerged, such as mobile applications like MindLAMP and Schizophrenia HealthStorylines, teleconsultation platforms and virtual reality-based experiences. These technologies show potential in improving mental health literacy, promoting self-care, and reducing stigma. However, important challenges remain related to inequality in digital access, the lack of scientific validation in real clinical contexts, adaptation to different user profiles and the need for specialized training for effective implementation.

What does innovation consist of? How is the impact of this study assessed?
     The innovation of this study consisted of using immersive technologies to simulate, in an educational context, the subjective experience of a person with schizophrenia, with the aim of promoting empathy, reducing social distance and improving attitudes among future health professionals. Two different exhibition formats were compared: an interactive three-dimensional graphic environment and a 360º video, both built on the same immersive narrative and the same visual and auditory stimuli, ensuring the equivalence of the experimental conditions.

     Both experiences were explored with HTC Vive Pro™ virtual reality glasses, connected to high-performance computers and wireless adapters, enabling total mobility and an experience with high visual and sound fidelity. During the exhibition, participants focused on performing the Stroop test — identifying the color in which the words were written, even when it did not match the word’s meaning (e.g., the word “green” written in blue) — while simultaneously receiving sensory stimuli typical of psychotic episodes such as auditory hallucinations, visual distortions and environmental interference which gradually intensified, promoting a symbolic immersion in the experience of a person with schizophrenia.

     The final sample consisted of 88 students from the occupational therapy course at the Escola Superior de Saúde do Politécnico do Porto, randomly allocated to two experimental groups (graphic environment vs 360º video) and a control group.

     A multimodal approach was used to assess the impact, combining subjective and objective measures. Before and after exposure to the immersive environments, the participants completed the Virtual Doppelganger Questionnaire, a validated questionnaire that assesses three aspects: empathic feelings (assessed with 12 items), social distance (7 items) and attitudes towards schizophrenia (7 items), with Likert response scales a format that allowed quantifying the degree of agreement, frequency or perceived intensity in relation to the questionnaire items. After the exhibition, a simulation evaluation scale (5 items) was also applied, which collected perceptions of the realism and involvement experienced. In addition to these questionnaires, the Igroup Presence Questionnaire was used to assess the perception of presence in virtual environments. At the same time, physiological data was collected in real time, namely heart rate and electrodermal activity, using the Biopac™ MP160 system, making it possible to gauge the intensity of the emotional response during exposure.

What are the main results? What is the future of this approach?
     Both immersive environments demonstrated significant and consistent improvements in participants’ ability to interact with people with schizophrenia, fostering more positive attitudes. The 360° video slightly stood out in reducing social distance and increasing empathy, while the graphic virtual reality showed slightly higher engagement levels, though without statistically significant differences. No relevant differences were found in perceived realism or sense of presence. Psychophysiological data showed intense emotional responses during high sensory load moments, with slight variations between formats but no statistical significance: the graphic virtual reality showed a slightly higher average heart rate, while the 360° video recorded greater electrodermal activity. Thus, the choice between formats should be based on project’s objectives, target audience, and available resources. The 360° video is recommended for quicker, more accessible, and lower-cost solutions, while three-dimensional graphic environments are ideal for experiences requiring higher interactivity, customization, and dynamic scenarios.

     This approach represents an evolution in mental health teaching by providing sensory experiences that bring students closer to the subjective reality of people with mental disorders. The integration of virtual reality into the educational context is proving to be effective in reducing stigma, strengthening mental health literacy and promoting more humanised attitudes.

     In the future, it would be pertinent to extend this strategy to other populations, such as practising health professionals, informal carers or students from different disciplines. In addition, longitudinal studies could clarify the sustained impact of these experiences over time. With the growing accessibility of immersive technology, this approach presents itself as a promising, structured and replicable teaching resource with the potential to contribute to a more empathetic, informed and person-centred clinical practice.

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Do you have an innovative idea in healthcare field?

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