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Review

British Journal of Occupational Therapy


2021, Vol. 0(0) 1–11
Virtual reality in social skills training programs for © The Author(s) 2021
Article reuse guidelines:
people with schizophrenia: A systematic review sagepub.com/journals-permissions
DOI: 10.1177/03080226211011391
and focus group journals.sagepub.com/home/bjot

Catarina Oliveira, Raquel Simões de Almeida , António Marques

Abstract
Introduction: This study aims to determine the guidelines for the design of a social skills training programme for people with
schizophrenia using virtual reality.
Methods: This article encompasses two studies: Study 1, a systematic review of five articles indexed in the databases B-on, PubMed,
Clinical trials and Cochrane Library (2010–2020); Study 2, a focus group of occupational therapists trained in mental health and
multimedia professionals, in which they discussed the outline of such a programme.
Results: A set of guidelines were identified as central and consensual which should be included in the programme. It must have
multilevel logic and gradual learning, with simulations of everyday situations, in which it is possible to practise the skills of
conversation and communication. Virtual reality provides people with schizophrenia with unlimited opportunities, enhancing
a personalized intervention.
Conclusion: Social skills training could be part of the treatment for people with schizophrenia, and virtual reality is a promising tool to
complement traditional training, although still little implemented in mental health services. Occupational therapists have a prominent
role in the development and application of this because of their knowledge of activity analysis and their ability to facilitate the
generalization of skills in different contexts.

Keywords
Schizophrenia, social skills training, virtual reality, occupational therapy
Received: 28 September 2020; accepted: 31 March 2021

Introduction of the emotional climate in the family. It also allows people


with SZ to become active participants in controlling the
Around the world, about 20 million people have been di- disease, overcoming obstacles and mobilizing social support
agnosed with schizophrenia (SZ), a serious chronic mental to reach their goals (Kopelowicz et al., 2006). Occupational
illness, which is characterized by distortions in thinking, therapists are core members of multi-professional teams that
perception, emotions, language, sense of self and behaviour care for people with SZ (Morris et al., 2018). They have the
(World Health Organization, 2019). According to the education, skills and knowledge to provide evidence-based
National Institute of Mental Health (2020), people with SZ intervention to adults with SZ, helping them to engage in
seem to have lost touch with reality, which causes significant meaningful occupations, participate in the community and
suffering to the individual, their family and friends. When left contribute to society (Lannigan and Noyes, 2019). Occu-
untreated, the symptoms of SZ are persistent and highly pational therapy interventions aim to improve their quality of
disabling, yet effective treatments are available. People with life and social participation, and this is achieved through the
SZ have a reduced social network and few opportunities to adaptation of activities and environments important to the
interact socially. As social skills (SS) are developed and individual to allow for the development of skills and of their
improved throughout life through social relationships and confidence in the performance of daily tasks. This can include
interactions, people with SZ, in addition to the difficulties
caused by the disease, are also limited by the opportunities
offered to them to practise their SS and, as such, they have Center for Rehabilitation Research - Psychosocial Rehabilitation
problems with them (Limberger et al., 2018; Mueser et al., Laboratory, Department of Occupational Therapy, School of Health of
2010). P.PORTO, Porto, Portugal
SS and social competence are protective factors in the Corresponding author:
model of vulnerability–stress–protective factors of SZ. Social António Marques, Center for Rehabilitation Research - Psychosocial
Rehabilitation Laboratory, Department of Occupational Therapy, School of
skills training (SST) allows for the mitigation of the negative Health of P.PORTO, Rua Dr. António Bernardino de Almeida, 400, Porto
symptoms of SZ, allowing patients to have a pleasant con- 4200-072, Portugal.
versation and, consequently, has a salutary impact on the level Email: ajmarques@ess.ipp.pt
2 British Journal of Occupational Therapy 0(0)

practical self-care, domestic skills, work skills, leisure ac- Another prominent feature of VR is the sense of presence
tivities, SST and family interventions (Bryant et al., 2014; in the virtual world, which can be defined as the feeling of
Cook and Birrell, 2007). Occupational therapy emerges from being there (Veling et al., 2014; Zacarin et al., 2017). During
occupational science and, as such, argues that involvement in the experience with VR, the person feels that they belong in
important and satisfying occupations contributes to health the virtual environment (Park et al., 2011), and the ability of
and well-being, social inclusion and improves functioning the simulator to provoke this sense of presence in the person
and self-respect. Occupational therapists have an important allows them to express emotions similar to those they would
role in the treatment and rehabilitation of people with SZ, express in the real world (Zacarin et al., 2017).
providing different activities to improve the skills necessary On the other hand, VR equipment can be very expensive
for daily life (Foruzandeh and Parvin, 2012). Occupational and is not always compatible with other existing systems
therapy and SST are effective in the acquisition and recovery (Mazurky and Gervautz, 1996; Park et al., 2011). There may
of useful activities and allow people with SZ to improve their also be cyber sickness, a temporary malaise, with the oc-
performance and reduce withdrawal, isolation and passivity. currence of nausea and dizziness, which can last for several
It can be argued that both approaches can be assessed as valid hours or even days after exposure to VR (Mazurky and
rehabilitation resources as they emphasize the active role of Gervautz, 2013).
participants in their treatment. Consequently, the burden of Thus, reality, even though it is virtual, still represents the
care on families is reduced (Foruzandeh and Parvin, 2012; complexity of the real world and also offers the advantage of
Perilli et al., 2018). A review by Perilli et al. (2018) confirms being able to be controlled by the therapist, providing a safe
the effectiveness of both occupational therapy and SST in the environment for people with SZ to practise SS and experience
promotion of independence and self-determination in SZ countless everyday situations (Didehbani et al., 2016). As VR
patients. This review emphasized that the participants’ per- technology advances, it can be applied more effectively in
formance increased during the intervention periods and that SST (Park et al., 2011).
as their adaptive response improved, the psychotic charac- This study aims to describe the guidelines for an SST
teristics were significantly reduced. programme for people with SZ using VR. To achieve the
Observing and practising SS in a natural interaction can be proposed objective, this study comprises two parts: Study 1,
useful, but equally time-consuming and probably highly a systematic review of the use of VR in SST for people with
intimidating for a person with SZ. Virtual reality (VR) for SZ, and Study 2, a focus group to explore the design of an
SST has emerged as a tool to overcome this limitation (Rus- SST programme for people with SZ using VR.
Calafell et al., 2014).
During the experience with VR, the individual is exposed
to multisensory information, surrounded by a three- Methods
dimensional representation, being able to move about in
Study 1
the virtual environment, observe it from different angles,
participate in it, interact and, eventually, modify it (Buzio A systematic review was conducted to gather assumptions
et al., 2017; Wallace et al., 2010). Users feel they can look and requirements for the design of an SST programme using
around and move through the virtual environment (Malloy VR for people with SZ. The report of the systematic review
and Milling, 2010). The results for the person are psy- follows the Preferred Reporting Items for Systematic Re-
chological and physiological responses very similar to those views and Meta-Analyses (PRISMA) statement (Moher et al.,
in the real world (Moritz et al., 2014; Rus-Calafell et al., 2015). The aim of systematic review is to summarize the
2014; Veling et al., 2014). The fact that exposure to realistic impact of using VR to SST for people with SZ. Quantitative,
environments, even if virtual, generates responses similar to qualitative and mixed-method studies were included but
those that would occur in reality, makes VR a very prom- reviews and systematic reviews were excluded. The inclusion
ising method for SST (Bordnick et al., 2012; Nijman et al., criterion was for the study to have been published between
2019). 2010 and 2020, in English. Also, study participants should
Virtual reality(VR) is immersive, interactive and dynamic have been diagnosed with SZ and have used VR technology
(Nijman et al., 2019), enabling interaction with a virtual in the intervention. Studies were excluded in which the
character (Kozlov and Johansen, 2010; Park et al., 2011), participants presented another diagnosis, also interventions
which can be interrupted at any time and, therefore, in- without the use of VR and in which SS were not measured.
dividuals can practise without negative repercussions and We researched the databases B-on, PubMed, Clinical trials
without fear of constraints on their social lives (Nijman et al., and Cochrane Library. Grey literature was also researched.
2019). Through VR, people with SZ can practise difficult or The search terms [“Social skills training”], [“virtual reality”
challenging social interactions in an environment where they OR “game environment” OR “simulation training”], [“social
are well protected because VR provides a favourable envi- skills”] and [“schizophrenia”] were used. A search strategy
ronment for making social mistakes, without the anxiety or with different combinations of search terms was used, using
fear of rejection commonly associated with face-to-face so- the term “and” between each one.
cial interactions (Didehbani et al., 2016). Furthermore, VR In the research, 336 studies were identified, and the first
can facilitate role playing as participants do not need to use step was to remove duplicate titles. Then, the titles and ab-
their imagination to contextualize a given scenario (Mazurky stracts were reviewed by two independent researchers and, in
and Gervautz, 1996). case of doubt about the inclusion of the study only by its
Oliveira et al. 3

Figure 1. Preferred reporting items for systematic reviews and meta-analyses(PRISMA) flowchart of the selection process.

abstract, an evaluation of the complete article was made. For services that implement SST programmes, and multimedia
studies that met the eligibility criteria, the full text was re- professionals with experience in the design and use of VR
vised. A data-charting form was developed to determine technology. Seven participants were recruited in April 2020
which variables to extract and Figure 1 outlines the study by reference to various sources and contacted via email. All
selection process. Bibliographic information, design, pur- participants were adequately and intelligibly informed about
pose, participants, measures, interventions, VR technology the purpose of the study and their role in it. The focus group
and key findings were collected and summarized in Table 1. took place by videoconference using Zoom. Seven partic-
ipants (three women and four men, mean age 45 years), were
Assessment of risk of bias. To assess the risk of bias, we use included in the study.
the criteria advocated by the Cochrane Collaboration Before data collection, all participants signed consent
(Higgins et al., 2011): (i) selection bias, (ii) performance bias, forms, responded to a survey related to socio-demographic
(iii) detection bias, (iv) attrition bias, (v) reporting bias and data and, before starting the debate, gave their verbal per-
(vi) other bias. For each criterion, studies were given a rating mission for it to be recorded. The focus group was conducted
of ‘high risk of bias’, ‘low risk of bias’ or ‘unclear’.(Table 2) using semi-structured interview guidelines that included open
questions about SS in people with SZ, SST, VR and using VR
for SST. The topics were introduced starting with general
Study 2
open questions resulting in a good interaction between the various
A focus group was held to explore the perspective of health participants from which important information emerged.
professionals on the guidelines for an SST programme using Data analysis was based on the technique of qualitative
VR for people with SZ. Eligible participants were occupa- content analysis. The focus group was audio-recorded, and
tional therapy professionals trained in mental health, with the information collected was encoded. In the next step,
a minimum experience of 5 years, working in institutions/ similar codes were grouped and organized into major themes
4
Table 1. Studies included in the systematic review.
Reference|
country Purpose Design Measures Participants Intervention VR technology Key findings

(Adery et al., Design and implement Longitudinal - National adult reading - n = 16; - 10 sessions; - MASI-VR; High levels of overall
2018) a potentially effective, study test, revised; - Individuals from the - Twice a week; -Non-immersive; satisfaction with MASI-VR;
United high-compliance VR - Wechsler abbreviated community who met - MASI-VR sessions: -Video game; - Improving the severity of
States SST game for scale of intelligence; the DSM-5 criteria for Participants complete 12 -Social parameters and social general psychiatric
individuals with SZ by - Brief psychiatric rating SZ. social “missions” four interaction could be repeatedly symptoms;
capitalizing on/ scale; easy, four medium and explored and systematically - Decreased severity of
technological - Scale assessment negative four hard missions altered to avoid habituation; negative symptoms;
innovations in adaptive, symptoms; sequentially at each - Three different social contexts (bus - No significant changes in
non-immersive VR - Scale assessment positive training session. stop, shop, and cafeteria); SFS. As the SFS inquiries
technology. symptoms; -Exercise starting a conversation about the prior 3 months,
- Social function scale. with an unfamiliar person to no change was expected
make requests or ask for during the duration of the
information; intervention. However,
- Real-time feedback was provided follow-up testing may
to the participant after each reveal more significant
response was made. improvements;
(Rus-calafell The main purpose of the Longitudinal - Positive and negative - n=12. - 16 sessions; Soskitrain: Consists of seven - Improvement
et al., present study was to study symptoms scale; All patients with SZ or - Individual; activities based on the seven psychopathological,
2014) explore the - Assertion inventory; schizoaffective - Twice a week; target behaviours; maintained at follow-up;
Spain effectiveness and utility -Simulated social disorder were - Each session lasts 60 min: - Practice social interactions with - Decreased social anxiety and
of a VR programme as interaction test; clinically stable and The first 30 min to discuss virtual avatars; these changes were
an adjunct tool to - Social avoidance and had not been the content of the SST - Progressive learning; maintained at follow-up;
deliver an individual distress scale; hospitalized at intervention and the - The therapist can observe the - Improvements in social
SST intervention. - Social function scale; a psychiatric remained to practice with patient’s real-time functioning. Gains were
- Committed errors; institution within the the VR programme. manifestations, modify and maintained at follow-up;
- Assertive behaviours; past 6 months. manipulate environments and - High level of satisfaction
- Time spent in characters according to the user’s concerning the perceived
a conversation; responses and stop the intervention’s benefits;
- VR acceptance interactions whenever is - The use of the VR programme
assessment. necessary to discuss a single contributed to the
situation and its implications; generalization of new skills
- The programme provides into the patient’s everyday
information concerning functioning.
committed errors, percentage of
correct assertive behaviours and
time expended during
a conversation;
- The Soskitrain provides a matrix
that comprises direct scores
about patients’ performances in
every session.

(continued)
British Journal of Occupational Therapy 0(0)
Table 1. Continued.
Oliveira et al.

Reference|
country Purpose Design Measures Participants Intervention VR technology Key findings

(Park et al., This study aimed to find Randomized - Social behaviour scale; - n = 64; - 10 sessions for 5 weeks; - Immersive; - No changes in psychiatric
2011) advantages of the use of controlled - Rathus assertiveness - Ages of 18 and 45 years - Group (4 or 5 members); - The participant wore the HMD and symptoms;
Republic VR in social trial schedule; old. - 90 min; the position tracker, which - Improvement of social skills
of Korea rehabilitation for - Short version of the social - The sessions consisted of 3 provided “immersive” virtual (non-verbal skills), but the
patients with problem-solving consecutive trainings: 5 environments, and the rest of the SSTs-TR shows better results
schizophrenia inventory revised; sessions of conversation group members observed the in nonverbal skills;
- Motivation and skills training, 3 sessions same scenes on the big screen. - The VR application has an
generalization of assertiveness skills advantage over SST-TR in
questionnaire. training, and 2 sessions increasing assertive
of emotional expression behaviours, participation,
skills training; generalization, and
- Homework; motivation;
- Every session included - VR application may be
therapist modelling clinically feasible for
followed by the conversational skills
participant’s role-playing training for patients with SZ.
and then positive and
corrective feedback from
the therapists;
(Rus- Calafell The present study aims to Longitudinal - Screen for cognitive - n = 12; - 16, one-on-one sessions, Soskitrain (software previously - Patients gave high ratings for
et al., evaluate the study impairment in psychiatry; - Clinically stabilized conducted twice weekly described) a sense of being there;
2013) relationship between - Continuous performance outpatients with over 8 weeks; - The VR programme consists of - Participants report that
Spain patients’ cognitive test; a diagnosis of either - Approximately 60 min: The seven activities in which the virtual environments were
deficits, their sense of -Questionnaire regarding SZ or schizoaffective first 30 min to discuss the therapist can modulate the like their natural living
presence and their their experience with the disorder. content of the SST patient’s behaviour using CBT; environment;
ratings of the VR programme: intervention and the - Presentation of virtual faces, - Ratings of the acceptability of
programmeme’s - SUS questionnaire (for the remainder to practice interactions and characters to the VR system were high.
acceptability. present study, an with the VR programme. offer participants a wide range of
additional item about experiential options and to
acceptance/aversiveness provide novelty during each
of the VR system was session.
included. The ratings
used a Likert scale
ranging from 1
(minimum) 7 10
(maximum).

(continued)
5
6

Table 1. Continued.
Reference|
country Purpose Design Measures Participants Intervention VR technology Key findings
(Rus- Calafell - Help people with SZ to - Case study. - Three targets behaviours: - The participant was - 4 baseline sessions, 16 -Practice behaviours in simulated - Changes in the three target
et al., overcome everyday Facial emotion a 30-year-old woman treatment sessions and 4 environments representing daily behaviours;
2012) social difficulties via the recognition, assertive with a well- follow-up sessions situations, such as going to the - Significant differences for
Spain use of new behaviours and time established diagnosis 3 months after the end of supermarket, dealing with an facial emotion recognition;
technologies. spent on conversation of SZ; the treatment; angry security guard in - Increase in the frequency of
(measured by a VR - At the time of - First stage: Facial emotion a museum or trying to negotiate assertive behaviours, the
conversation activity); recruitment, she was recognition and social with a manipulative friend over time spent on the
- Positive and negative in a stabilized period information processing; who would drive a car to a party. conversation and social
symptoms scale; (>6 months). - Second stage: The functioning specifically to
- Social function scale; therapist and the patient interpersonal
- Social anxiety and distress dealt with social anxiety communication;
scale. and interpersonal - Decrease in negative
interactions; symptomatology, general
- Lastly: Communication and psychopathology, social
conversational skills. anxiety, and social
discomfort.
VR: virtual reality; SS: social skills; SZ: schizophrenia; SST: social skills training; MASI-VR: Multimodal Adaptive Social Intervention in Virtual Reality; SST-VR: Social Skills Training using Virtual Reality.
British Journal of Occupational Therapy 0(0)
Oliveira et al. 7

Table 2. Summary of results.


Study 1 Study 2

Structure Twice a week; Holistic, integrated, multidisciplinary, systemic and two-


For five to 8 weeks; dimensional view;
Duration 60–90 min; Learning tasks, reinforcement techniques and modelling in line
Division of intervention time into different intervals; with a cognitive-behavioural approach;
Follow-up; VR as a complement to traditional training;
Homework. Individual and group sessions;
Preparation for using VR.
VR software Immersive VR technology; Neurofeedback;
‘Social missions’ in different contexts; Body swap;
Progressive learning; Simulation of everyday situations; gamification logic, multilevel.
Feedback after each choice/answer.
Target skills Conversation and communication skills; Identification of social rules;
Assertiveness skills; Recognition of socially accepted behaviours;
Emotional expression skills; Creation of strategies to mediate the relationship with each other
Facial emotion recognition; in a way satisfactory to both parties.
Social information processing;
Starting a conversation to place orders or ask for information;
Social perception;
Responding and sending skills;
Affiliative skills;
Instrumental role skills.
VR barriers Reservations of the health professionals;
Cost of VR equipment;
The insecurity of the person with SZ about what will be done
with their data;
A game environment that allows the SST that the person needs;
Cyber sickness.
VR potential Improvements in SSs (more pronounced improvements in verbal Motivation;
skills and assertive behaviours); Flexible profile;
Improvement of psychiatric symptoms; Facilitates the generalization of skills worked on.
Improvement in social functioning;
Generalization of skills;
Motivation;
Improvement of assertive behaviours;
Increased time spent talking;
Provision of information that is not measurable to the naked eye.
VR: virtual reality; SS: social skills; SZ: schizophrenia

and topics. The categories respected the criteria of mutual according to the skills to be worked on. In the study by Park
exclusivity, pertinence, homogeneity, objectivity, purpose et al. (2011) the sessions consisted of three consecutive pieces
and productivity. Two independent researchers conducted the of training: five sessions of conversation skills training, three
coding and resolved discrepancies through analysis of the raw sessions of assertiveness skills training and two sessions of
data and input from experts on the topic. emotional expression skills training. In the studies by Rus-
Calafell et al. (2013, 2014), they divided the sessions into two
periods, initially discussing the content of SST and in the
Results second part, practising the same content using VR. In another
study by Rus-Calafell et al. (2012), the intervention was
Study 1
carried out in three different parts – initially, facial emotion
336 studies were identified in the databases researched, of recognition and social information processing training was
which five were included as meeting the eligibility criteria carried out, in a second period the therapist and the person
(Figure 1). with SZ dealt with social anxiety and interpersonal inter-
On the structure of an SST programme for people with SZ actions, and in the last period, communication and conver-
using VR, all of the studies reviewed conducted sessions sation skills were addressed. The study by Adery et al. (2018)
twice a week, two of them for 5 weeks, three of them for describes the intervention as ‘missions’ and, in each training
8 weeks and only one study did not mention the duration of session, completed 12 social missions, four easy, four me-
the intervention. The duration of the sessions was also re- dium and four difficult, sequentially. The same study used
ported in half of the studies reviewed, with two studies re- non-immersive VR technology and the rest used immersive
porting having 60-min sessions and one study having 90-min VR. Comparing the results of the studies, we can see that
sessions. Also, they divided the time of the session into immersive technology achieved better results in SS. All the
different periods. The studies divided the total intervention studies indicated that VR technology allowed the user to
time into different periods of time and grouped the sessions receive feedback on their responses.
8 British Journal of Occupational Therapy 0(0)

learning. One participant stated, “I think it makes perfect


sense to have a more integrated approach”. Another added,
“If we think of the logic of having a set of environments and
multi-levels, of moving from one level to the next, of
complexification, this is in principle based on a theory of
learning the task, of repetition, reinforcing behaviour, re-
inforcing what is well done, using reinforcement and be-
havioural modelling techniques. It is clear that this all fits
into a more cognitive-behavioural approach.” The use of
VR was seen by the participants as complementary to tra-
ditional SST and, as such, other strategies for SST should be
added, “I think that a programme with only technology is
poor”. They also considered that individual sessions and
group sessions in which there could be sharing were im-
portant. “There may be a phase when the person in a more
individualized way is doing this training, but later on there
Figure 2. Risk of bias ratings. may even be some interaction between the various users”.
According to the participants, the SST using virtual reality
should be presented to the users after an initial adaptation to
Most studies included in the systematic review verified the the technology. “I think, as in everything, that there is
existence of improvements in SS. Only one of the studies a need to have desensitization and habituation to what is
reported that SS remained the same, but added that this may unknown (…)”.
have been related to the fact that the Social Functioning Scale
used evaluated the previous 3 months and this study did not, VR software. Participants showed an interest in neurofeedback
as follow-up sessions were not carried out, adding that as it allows for the possibility of adjusting the activity being
follow-up sessions were needed after the end of the pro- performed according to the person´s physiological responses.
gramme. A study (Park et al., 2011) that compared traditional “Galvanic sensors can measure in real-time how many
SST with VR showed that in both interventions there were electrophysiological changes there are and from these, we
improvements in SS and, looking more in detail, found that in can see that we have managed to recharacterize the context
traditional SST the improvements were more focused on non- itself as a result of this information.” The fact that the
verbal skills, while in VR SST the improvements were more participant could embody a character when using VR was
pronounced in verbal skills and assertive behaviour. another aspect in which the participants expressed an interest.
As a rule, studies showed that social skills training using “This idea of body swap, or in other words, embodying the
VR contributed to the improvement of psychiatric symptoms other (…) is already starting to be implemented”.
and social functioning, facilitating the generalization of
learned skills, and increasing the motivation to adhere to Target skills. VR technology should allow the simulation of
treatment. In addition, the studies verified the importance of everyday situations so that people with SZ can identify where
VR in measuring parameters that would not otherwise be their main difficulties are and practice socially accepted
possible (e.g. the amount of time in which eye contact is behaviours. During the simulations, people with SZ must
established). have the opportunity to learn social rules, recognize what
socially accepted behaviours are and create strategies to
Risk of bias. Overall, the risk of bias appears to be relatively mediate the relationship with each other in a way that is
low (Figure 2), with the main threat to be found in incomplete satisfactory to both parties. Also, the therapist must teach a set
or undisclosed data. of resources so that the person with SZ is successful in their
day-to-day tasks. “So, basically, we try to create/replicate
Study 2 a real community context, thinking about those services, the
cafe, the health centre, that everyone uses so the patient can
The focus group was conducted for about 90 min. The debate see how it is and what are the difficulties they might face”.
flowed easily, without the need for much guidance from the
investigator. Content analysis emerged on five main themes VR barriers. The biggest obstacle identified by the participants
that matched the findings of the systematic review: (1) related to the reservations of the health professionals them-
structure, (2) VR software, (3) target skills, (4) VR barriers selves regarding the use of VR with people with schizo-
and (5) VR potential. phrenia. For example, “Sometimes it is us, the professionals,
who have a little prejudice”. They also added the cost of VR
Structure. All participants stated that a programme for SST equipment was very expensive to be accepted for general use
using VR for people with SZ must have a holistic, in- in the mental health services. “Sometimes services end”, and
tegrated, multidisciplinary, systemic and two-dimensional the person with SZ could feel insecure about what will be
view, with gamification logic, complexification of tasks, done with their data: “Many people are also afraid of using
repetition, behaviour reinforcement and, progressive task technologies because of where this information may end up”.
Oliveira et al. 9

Participants also referred to the fact that it is not always (Rus-Calafell et al., 2014). Groups usually involve 4 to 12
possible to have a game environment that allows the SST that patients and are typically led by 1–2 therapists (Kopelowicz
the person needs, stating, “We have the ability to develop et al., 2006). Furthermore, the results indicate that dividing
game environments that allow us to work with people, which the total time of the sessions into separate periods allows
is the objective of the work, but not always the possibility.” different content to be worked on in the same session, or the
The emergence of cyber sickness also worried professionals same content in different ways. For example, specific
when they used virtual reality. “What sometimes occurs is content can be discussed in the group and later trained with
cyber sickness, as anyone can feel discomfort using virtual VR resources, thus integrating VR and traditional SST. We
reality”. found that before starting the programme, rather than at the
end, it is important for a person with SZ to have contact with
VR potential. For most participants, the great advantages of VR to allow habituation. Continuous monitoring is also
using virtual reality were the motivation that using these important. During the programme, tasks should be sent to
technologies provided and their flexibility, saying, “Moti- the person to perform at home. When this occurs, there is
vating, but also flexible, which allows us to adjust to what increased motivation to implement communication in real-
each person needs”. Participants considered VR to be life situations (Kopelowicz et al., 2006). The procedures
a promising method of facilitating the generalization of skills associated with SST with VR are similar to those of tra-
worked on in other contexts. “Virtual reality can create an ditional SST, the biggest difference being in the exposure
interesting medium for training in context using simulation phase when the person is exposed to a virtual environment
skills that are later easier to generalize to the real contexts and not to an imaginary or real environment (Wallach et al.,
where people work”. 2009).
Neurofeedback comes together with VR in the sense that
by checking the person’s physiological responses to a given
Discussion
task, it may be adjusted in real time. The fact that tech-
According to the results obtained in Study 1 and Study 2, we nology gives feedback on choices/responses allows the
found that a holistic, multidisciplinary and integrated view is person to readjust their behaviour and facilitates the
consistent with this type of programme, allowing for pro- identification of target behaviours. As VR provides a pro-
gressive learning using reinforcement and modelling tech- tected, controllable environment, which causes responses
niques. A cognitive-behavioural approach is part of what similar to reality for the user, it becomes, therefore, an
should be the theory that supports the SST programme for interesting resource for SST as it allows the person’s
people with SZ using VR, having been mentioned both by the physiological responses to the tasks being performed to be
focus group participants and used in the reviewed studies analysed in real time (Moritz et al., 2014; Rus-Calafell
(Rus-Calafell et al., 2012, 2014). et al., 2014; Veling et al., 2014). The therapist can control
Social interaction and SS have been identified as a sub- the progress of tasks and, in some way, control the anxiety
system of performance by the Model of Human Occupation induced by them. Also tasks can be repeated as many times
(Kielhofner, 2015). They are included as a client factor in the as necessary (Laffey et al., 2009).
Occupational Therapy Practice Framework: Domain and It is pertinent that, during training in VR, people with SZ
Process (American Occupational Therapy Association, 2014) have the opportunity to identify social rules, socially ac-
and are an area of increasing attention by occupational cepted and experienced behaviour and to mediate their
therapists (Kauffman and Kinnealey, 2015). Evidence-based relationships with one another, making it satisfactory for
interventions suggest that the knowledge and skills of oc- both parties. In general, the results show that it is important
cupational therapists can enable people with severe mental to approach communication and conversation skills,
illnesses to participate in the community and contribute to emotional expression, assertiveness skills, facial emotion
society, helping them to become involved in meaningful recognition, social information processing, starting a con-
occupations (Lannigan and Noyes, 2019). versation to place orders or ask for information, social
The frequency that most sessions used was twice a week, perception, responding and sending skills, affiliative skills
lasting about 60–90 min for five to 8 weeks. According to and instrumental role skills. In the study by Kopelowicz
Kopelowicz et al. (2006), SST sessions can vary in duration et al. (2006), target behaviours for SST are identified,
from 45 to 90 min and the frequency can vary from one to namely, social perception, processing of social information,
five times a week, depending both on the levels of con- responding or sending skills, affiliative skills, instrumental
centration and the control of symptoms that patients have. role skills, interactional skills and behaviour governed by
SST can be carried out for long periods until the individual social norms. So, we found that our findings are in line with
goals of each patient are achieved as most people with SZ what is described in the literature.
have generalized disabilities. Group and individual sessions When using VR in SST with people with SZ, there is
must be included. The group format is used more for SST as greater motivation for the person to get involved in the
it offers cohesion among participants, promotes mutual help programme, which facilitates the generalization of skills
and support from peers, as well as facilitates the sharing of learned to other contexts. Virtual environments have a series
experiences and the efforts of each individual to resolve of resources that offer the possibility of practising behaviours
problems in their day-to-day lives. However, the in- and responses, in a context that shares similarities with the
tervention can also be carried out in an individual format real world, offering greater potential for the generalization of
10 British Journal of Occupational Therapy 0(0)

newly learned behaviours from the therapeutic environment extensive and diversified panel of participants would have
to the real context (Bordnick et al., 2012; Wallace et al., allowed us to discuss and reflect on more opinions, which
2010). In addition, when people with SZ have the opportu- would enrich our study. Finally, randomized controlled trials
nity, encouragement and reinforcement to practise their skills are necessary to evaluate the quality of SST programmes
in a way that is relevant to them, the generalization of skills for use using VR for people with SZ.
in everyday life occurs (Park et al., 2011; Rus-Calafell et al., 2014).
The flexible profile of the technology is interesting and Conclusion
has advantages for SST. Also, by using the technology, it is
Social Skills Training is part of the treatment guidelines for
possible to measure parameters immeasurable to the naked
people with SZ, and VR is a promising method to comple-
eye, for example, the amount of time in which eye contact is
ment traditional SST. Virtual reality in SST for people with
established. Immersive technology shows better results than
SZ is still a growing topic, but the use of technology seems to
non-immersive technology and there seems to be greater
involve patients more in treatment, improving the results.
interest in technology that allows multilevel logic, with the
While there are a wide variety of programmes that aim to
simulation of everyday situations. It is appropriate to use VR
improve SS in SZ, these programmes must directly address
to simulate a variety of day-to-day social situations in
social cognition and social competence.
a structured way that can be repeated in a safe and accessible
The evaluation of the desired social effects requires an
way (Nijman et al., 2019). One of the prominent features of
analysis of tasks, dividing each goal into tiny components
VR is the sense of presence, which is defined as the feeling
which increase the likelihood of success during training and
of being there, so the simulator must be able to promote it as
in the generalization of the skills learned into daily life.
it is indispensable for the expression of emotions close to
Occupational therapists have the necessary information to
reality. The sense of presence seems to be directly proportional
carry out the analysis of activities and their role is essential in
to the response to therapy, with better treatment results and
SST programmes for people with SZ using VR.
prolonging the effects achieved for longer (Zacarin et al., 2017).
Furthermore, the results indicate that the possibility of the
person with SZ assuming a character – body swap – through Key findings
which he performs the proposed tasks is promising. The • Virtual reality is a promising method to complement
literature demonstrates that the use of VR for SST with people traditional social skills training.
with SZ improves psychiatric symptoms (Adery et al., 2018; • Virtual reality could improve the generalization of the
Rus-Calafell et al., 2014), social functioning (Rus-Calafell skills learned into daily life.
et al., 2012, 2014), social skills with more marked im-
provements in verbal skills and assertive behaviours (Park
What the study has added
et al., 2011) and increases time spent talking (Rus-Calafell
et al., 2012). As virtual reality progresses, occupational therapists must
However, VR and its use also have limitations. First, the keep up to date with these developments and could use it to
mental health professionals’ reservations about using improve skills training.
something new, also the cost of the equipment and the fact
that the game environment is not always adjusted to the
person’s needs. Some of the interactions with virtual hu- Research ethics
mans are standardized and, as such, may not be tailored to
the person’s needs. This is also why it cannot be substituted Approved by the School of Health Ethics Committee:
for traditional SST, but VR can be a useful supplementary CE0040 A/2020.
tool (Park et al., 2011). People with SZ who take advantage
Declaration of Conflicting Interests
of VR may be unsure about what will be done with their
data and, after using VR, cyber sickness may occur. The The author(s) declared no potential conflicts of interest with respect to
the research, authorship and/or publication of this article.
use of VR in the context of health is a topic which is on the
increase but the use of VR SST for people with SZ is Funding
a poorly studied subject and about which information is The author(s) disclosed receipt of the following financial support for
still lacking. This lack of information and the lack of the research, authorship, and/or publication of this article: This work
guidelines mean that VR resources are poorly implemented was supported by Fundação para a Ciência e Tecnologia (FCT) through
in mental health services (Anderson et al., 2013; Zhou and R&D Units funding (UIDB/05210/2020).
Deng, 2009).
Our study has some limitations. Firstly, we only held ORCID iD
a focus group, in which participants in the health field were Raquel Simões de Almeida  https://orcid.org/0000-0003-4703-1712
only occupational therapists. The debate between different
health professionals could be interesting and generate more References
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