PERSPECTIVE published: 17 February 2021 doi: 10.3389/frvir.2021.627059 Virtually Real, But Not Quite There: Social and Economic Barriers to Meeting Virtual Reality’s True Potential for Mental Health Daniel Pimentel 1,2*, Maxwell Foxman2, Donna Z. Davis1,2 and David M. Markowitz2 1Oregon Reality Lab, School of Journalism and Communication, University of Oregon, Portland, OR, United States, 2School of Journalism and Communication, University of Oregon, Eugene, OR, United States Strategies to mitigate the spread of COVID-19, namely quarantine and social distancing protocols, have exposed a troubling paradox: mandated isolation meant to preserve well- being has inadvertently contributed to its decline. Prolonged isolation has been associated with widespread loneliness and diminished mental health, with effects compounded by limited face-to-face access to clinical and social support systems. While remote communication technologies (e.g., video chat) can connect individuals with healthcare providers and social networks, remote technologies might have limited effectiveness in Edited by: clinical and social contexts. In this review, we articulate the promise of Virtual Reality as a Federica Pallavicini, University of Milano-Bicocca, Italy conduit to clinical resources and social connection. Furthermore, we outline various social Reviewed by: and economic factors limiting the virtual reality industry’s ability to maximize its potential to Caroline Hands, address mental health issues brought upon by the pandemic. These barriers are University of Liverpool, delineated across five dimensions: sociocultural, content, affordability, supply chain, United Kingdom Nikos Papadopoulos, and equitable design. After examining potential short- and long-term solutions to these Aristotle University of Thessaloniki, hurdles, we outline potential avenues for applied and theoretical research seeking to Greece validate these solutions. Through this evaluation we seek to (a) emphasize virtual reality’s *Correspondence: Daniel Pimentel capacity to improvemental health by connecting communities to clinical and social support pimend@uoregon.edu systems, (b) identify socioeconomic barriers preventing users from accessing these systems through virtual reality, and (c) discuss solutions that ensure these systems can Specialty section: be equitably accessed via changes to existing and future virtual reality infrastructures. This article was submitted to Virtual Reality in Medicine, Keywords: coronavirus, social connection, COVID-19, loneliness, mental health, virtual reality a section of the journal Frontiers in Virtual Reality Received: 27 November 2020 INTRODUCTION Accepted: 06 January 2021 Published: 17 February 2021 The COVID-19 pandemic has stressed the foundation of our institutions, from healthcare to Citation: education (Crawford et al., 2020; Greenberg et al., 2020), and its consequences have been far- Pimentel D, Foxman M, Davis DZ and reaching. Globally, people are faced with health-related uncertainties (Will I get sick?), job Markowitz DM (2021) Virtually Real, insecurities (Will I lose my job?), and fear that distance from our social connections will But Not Quite There: Social and become normative (When can I see my family safely?). A tacit concern also gaining steam Economic Barriers to Meeting Virtual relates to the pandemic’s immediate and downstream effects on mental health. According to the Reality’s True Potential for Mental Health. Center for Disease Control, in August 2020 more than 40% of United States adults reported “at least Front. Virtual Real. 2:627059. one adverse mental or behavioral health condition” such as anxiety, depression, stress related to the doi: 10.3389/frvir.2021.627059 pandemic, or substance use to cope with those stresses (Czeisler et al., 2020). Frontiers in Virtual Reality | www.frontiersin.org 1 February 2021 | Volume 2 | Article 627059 Pimentel et al. COVID-19: Barriers to VR’s Potential In such times of heightened anxiety or stress, the modus 2008). While being alone does not directly imply loneliness, operandi for clinicians is to recommend cognitive, behavioral, actual/perceived isolation and loneliness can negatively affect and mindfulness interventions (Marchand, 2012). However, the mental health (Holt-Lunstad et al., 2015; Loades et al., 2020; inability to safely deliver in-person services during the pandemic, Luchetti et al., 2020). coupled with increased patient demand and limited practitioner Clinical treatments to mitigate loneliness and associated bandwidth (Huskamp et al., 2018; Lo et al., 2020), represent key ailments (e.g., depression) range from one-on-one mindfulness barriers to treatment. Individuals may therefore rely upon training to group therapy (Cacioppo et al., 2015). Limited access informal social support systems, such as friends and family, to to in-person treatments has led clinicians to pivot toward cope with stressors, but the pandemic has largely reduced access telemental health delivery methods, such as web-based therapy to such sources of social support (Palmer et al., 2020). The sessions (Zhou et al., 2020). Despite its accessibility and barriers preventing clinical and social systems from meeting convenience, telemental health delivery can feel impersonal the needs of affected communities have thus shifted attention and might interfere with the patient-clinician relationship toward new strategies for remedying the pandemic-related (Connolly et al., 2020). Alternatively, recent work comparing decline in psychological well-being (Moreno et al., 2020). Skype- and VR-based mental health service delivery found VR Historically, information and communication technologies outperformed telehealth modalities in terms of perceived (ICTs) have empowered medical institutions to meet mental effectiveness, realism, and connectedness to clinicians (Pedram health needs with scalable solutions, from online support et al., 2020). groups to web-based health screenings (Lal and Adair, 2014). Virtual Reality (VR) represents a recent ICT development with the potential to revolutionize clinical and social support because VIRTUAL REALITY’S CLINICAL POTENTIAL of how it leverages head-mounted displays (HMDs) to swap a user’s real-world sensory experience with that of computer Early scholarship touted the benefits of using clinical VR generated one (Bailenson, 2018). This immersion ultimately applications to address mental health issues (Rizzo and Kim, contributes to a subjective sense of “being there” (spatial 2005). Today, VR continues to be a valuable tool for practitioners presence; Steuer, 1992), and a feeling of “being with” others in seeking to remedy mental health disorders by facilitating remote a virtual environment (social presence; Bailenson et al., 2003). connections and functioning as a standalone remedy to specific Moreover, VR enables high levels of interactivity, translating user ailments (Rizzo, 2019; Imperatori et al., 2020; Mantovani et al., inputs (e.g., dialogue, behavior) into virtual actions with causal 2020; Spiegel, 2020). For example, VR has been used to treat influence (Kalyanaraman and Bailenson, 2019). Collectively, depression and anxiety (Parsons and Rizzo, 2008; Zeng et al., presence and interactivity help social interactions in VR evoke 2018), PTSD (Rothbaum et al., 2001; Difede et al., 2006), and psychological/behavioral responses akin to their real-world other mental health disorders (Riva et al., 2015; Valmaggia et al., equivalents (e.g., Kassner et al., 2012). 2016). In instances where clinical workforce supply may not meet Given VR’s ability to safely transport individuals to supportive patient demand, certain mental health services (e.g., counseling) environments, clinical or otherwise, we believe there is no better may be facilitated by automated avatars, including (virtual) time for the technology to help with everyday mental health Sigmund Freud (Osimo et al., 2015). Compared to non- issues. And yet, VR is scarcely adopted for such purposes. This immersive platforms, interactions with agents in VR paper articulates how VR is primed to meet the growing need for contribute to a greater sense of social presence and perceived mental health support (Singh et al., 2020), and how industry has affective understanding (Guimarães et al., 2020). VR can also be a yet to meet this moment head-on due to access and culture self-help solution to reduce psychological distress by engaging in constraints. Here, we discuss the pandemic’s impact on social mindfulness practices in relaxing environments (Riva et al., isolation—particularly, barriers to clinical and social support—and 2020). Therefore, VR provides patients with new access points offer recommendations to improve our capacity for mediated for mental health care. mental health resources during this crucial time. VIRTUAL REALITY’S SOCIAL POTENTIAL SOCIAL ISOLATION’S IMPACT ON CLINICAL AND SOCIAL SYSTEMS The same affordances that make VR clinically effective also undergird long-held perceptions of the medium (and its COVID-19’s normalizing of extended periods of social isolation is predecessors) as revolutionizing human connection and uniquely problematic because (a) social connections are vital to socialization. Claims that VR could be “the next big thing for maintaining physical and mental health (Eisenberger and Cole, mental health” (Martin, 2019) emerged before COVID-19 2012), and (b) over 25% of homes in developed nations are one- (Srivastava et al., 2014). Previous work shows VR can help person households (Klinenberg, 2016). The “new normal” of individuals form meaningful social bonds with distant others prolonged isolation has also led to a troubling increase in (Tarr et al., 2018;Wiederhold, 2018), cope with loneliness (Bahng loneliness among adults (Killgore et al., 2020; Krendl and et al., 2020), and improve mood (Browning et al., 2020). Perry, 2020; van Tilburg et al., 2020), or the subjective sense Moreover, VR applications designed for vulnerable populations that one’s social connections are deficient (Cacioppo and Patrick, to engage in social activities (e.g., singing) can contribute to mental Frontiers in Virtual Reality | www.frontiersin.org 2 February 2021 | Volume 2 | Article 627059 Pimentel et al. COVID-19: Barriers to VR’s Potential well-being via heightened connectedness and enjoyment (Tamplin marketplaces like Steam. This narrows choices for consumers: et al., 2020). most VR content they encounter is embedded in entertainment. The success of VR’s predecessors, screen-based games and For instance, the most common genres of immersive-only social virtual worlds also suggest these platforms could be content in the Steam marketplace included action and shooter effective in alleviating social isolation and loneliness (Davis games (Foxman et al., 2020). And, for a variety of reasons and Calitz, 2014). Since the pandemic’s start, the virtual world (including hardware), many of these experiences tend to be Second Life, saw a resurgence in use globally (Dodd, 2020; Egan, socially isolated single-player games (de Regt et al., 2020). 2020), leaving many to claim, “the confined are ‘found’ in virtual Even when single-player games place users alongside worlds” (Le Monde, 2020). Equal enthusiasm was expressed for automated virtual characters, these parasocial interactions are game worlds such as Fortnite which also saw record numbers in less effective at reducing loneliness compared to co-player VR the same timeframe (Egan, 2020). And while these platforms are experiences involving other users (Liszio et al., 2017). Thus, even designed to create community through social interaction, if consumers associate VR with social connection, content recreating that experience in an HMD has yet to reach broad facilitating multi-user interactions remains limited, limiting adoption. VR’s capacity for social support. Affordability BARRIERS TO WIDESPREAD VIRTUAL Economic and cultural norms from the industry can narrow, REALITY USE rather than foster, social cohesion, as well as hinder access to communities outside of gaming. A primary issue is hardware If the need for social interaction has spurred interest into virtual costs, which range from US$300–US$1500 , and remain out of worlds, and the benefits of such interactions can be augmented by financial reach for most consumers. These financial hardships VR’s unique affordances, one would expect industry-wide exacerbated by COVID-19 leave people with little to no means of emphasis on shifting social systems onto immersive platforms. accessing meaningful virtual experiences to connect with others Yet, there remains a gulf between VR’s potential, both as a during quarantine. This reality is born out of VR market palliative remedy and social network, and its widespread projections predicting a somewhat paradoxical rise of commercial use. The barriers responsible for sustaining this immersive content due to consumer demand, while headset gap, we argue, can be categorized broadly across five sales are expected to only account for 23% of overall revenue dimensions: sociocultural, content, affordability, supply chain, (down from roughly a third; SuperData, 2020). Similarly, while and equitable design. the VR healthcare market is expected to boom in the next five years—particularly for health technology startups—there is Sociocultural widespread acknowledgment that the healthcare system is slow Twomajor antecedents for VR adoption include “sociability” and to change (e.g., Petrara, 2020). Researchers may tout VR’s benefits “social warmth” (Jang and Park, 2019). From a consumer to individual therapy and healthcare (Wiederhold and Riva, perspective, this implies VR adoption may be contingent on 2019), but public adoption by healthcare workers can only social content: the metaverse imagined in science fiction where come after significant infrastructure changes occur (e.g., users virtually connect with each other. Although social VR internet connectivity, stronger case studies for cost savings; platforms have emerged such as AltSpace VR and Sansar, Marbury, 2020). Paired with trends suggesting continued adoption remains relatively low (SteamCharts, 2020). increases in mental health expenditure (Olfson et al., 2019), it Additionally, HMDs have long been tied to primarily solo is unreasonable to expect that consumers will invest in a platform gaming experiences, such as Nintendo’s “Virtual Boy.” The when its content is not ready to meet their socioemotional ties go deeper in the contemporary moment (Foxman, 2018; connection needs. Foxman, 2019), with tools for VR production inculcating early adopters into gaming environments to successfully design and Supply Chain develop content. In other words, it is not simply that the gamer Consumers who can afford headsets face an additional barrier: identity is baked in at the consumer level, but also the producer disruptions to global supply chains. Due to quarantine level. Associations between gaming and VR create consumer measures, hardware manufacturing and distribution expectations of play over people, undercutting the medium’s experienced significant delays, making VR “hard to find, at perception as a socialization tool. These parallels also risk the worst time” (Kuchera, 2020). The pandemic exposed supply delegitimizing VR as a mental health tool in the eyes of chain fragility and the need to engage in more localized, agile healthcare providers, as supported by the lack of insurance production processes capable of meeting market needs (Nandi coverage for video game-based mental health interventions et al., 2021). (Baranowski et al., 2016). Beyond needing to revamp hardware production and distribution, consumers also face exclusionary practices on two Content fronts. First, the existing audience for VR is built around the Content creation and distribution on popular headsets requires stereotypical white male gamer prototype identified in the design, working within the game industry, either through use of game marketing and even leadership of VR companies (Golding, 2019; engines such as Unity or Unreal, or distribution via digital Harley, 2020). Second, VR’s virtual supply chain is built on game Frontiers in Virtual Reality | www.frontiersin.org 3 February 2021 | Volume 2 | Article 627059 Pimentel et al. COVID-19: Barriers to VR’s Potential development studios who produce content for consumer-facing scholars alike should integrate the unique expertize of medical virtual marketplaces. Despite efforts to democratize development professionals to co-create infrastructure capable of safely and via free platforms like Unity, the pipeline to virtual distribution effectively rendering services (Ospina-Pinillos et al., 2018). Co- remains bound to “the monopolizing tendencies of platformization” creation should also include those who will inevitably reap the (Chia et al., 2020), and thus would benefit from a continued push psychological benefits of VR. Incorporating patient input during toward open-source solutions. Doing so would ensure that a wider content development ensures that virtual experiences fit their array of simulations, including those focused on cultivating social needs. This is particularly true of older adults who face unique connection to mitigate loneliness, could be accessed by those who obstacles as it relates to accessing and benefitting from digital need them. mental health interventions (Seifert et al., 2019). For this reason, in the short term, we caution against an overreliance on Equitable Design technology-based solutions for facilitating medical or social The VR industry’s exclusionary orientation has also resulted in interactions because these may not be inclusive of older adults disparities that extend beyond the point of purchase. Most VR with limited comfort or access to these options. users need a certain level of “game capital” (Consalvo, 2009), The VR industry and its content creators must also address acquiring common game norms, skills, knowledge, and hardware accessibility issues at a socioeconomic and technical level; there is to successfully use the headsets. For instance, controllers are an evident need to reduce barriers to entry for low-income and challenging to novices, containing buttons familiar to gamers low-access populations. One approach may be for VR titles to and/or designed around specific games (e.g., first-person adopt “freemium” business models, providing users free access to shooters). Recent efforts to introduce more natural, intuitive core features of an app with the option to pay for premium user inputs have also been problematic. For example, while services (Hamari et al., 2017). Another solution is for researchers Oculus’ “Controller-Free” mode leverages hand gestures and designers to pair accessible hardware design with inclusive instead of button inputs, users with medical conditions (e.g., software features (see Steed et al., 2020). Immersive content is tremor, amputees) are limited in their ability to access spaces that seldom capable of accommodating users with visual or physical may bring them a reprieve. Additionally, if users can access VR impairments, as experiences often require visual cues and use of and its few social spaces, it is common to find them heavily hand controllers. This has created inconsistent accessibility embedded with gaming imagery, trolls, and toxic behavior that standards across HMDs (Cook et al., 2019), though it may be works against seeking connection under quarantine. For VR to remedied by providing alternative input methods. For example, fulfill its potential for well-being, engaging in inclusive hardware/ brain-computer interfaces have shown promise as alternatives to software design will ensure those most vulnerable to the traditional user inputs (Lotte et al., 2012), along with refreshable detrimental effects of loneliness, namely older adults (Hawkley braille displays (Tran et al., 2019), and standardizing modification and Capitanio, 2015) and those with disabilities (Olsen, 2018; features to account for visual, hearing, and motor impairments Davis and Stanovsek, 2020), can benefits from the platform. (Playstation, 2020). Indeed, scholars note that minor Finally, optimizing content for equitable use also requires modifications to VR scenes (e.g., modulating luminance) can developers to account for fatigue: as extended use can cause make VR experiences accessible to users with visual impairments physical discomfort when exceeding 30 min, VR-based (Powell et al., 2020). VR content creators must follow suit by interventions should be optimized for such intervals and placing accessibility first and ensuring the mental health benefits incorporate breaks (Thai et al., 2020). of VR experiences are available to all users, regardless of sensory and mobility limitations. According to mood management theory, media consumption DISCUSSION is heavily motivated by hedonic concerns of either maximizing pleasure or minimizing pain (Zillmann, 1988; Oliver, 2003). Taken together, we call upon academics, industry leaders, and Given VR’s capacity to effectively induce specific moods, and clinicians to take the relationship between social isolation and VR since such emotional responses can be more pronounced in VR seriously. Evidence suggests VR is a promising tool capable of compared to 2D content (Diniz Bernardo et al., 2020), VR as a connecting humans to clinical and social support systems that mood manager is a viable designation. However, for this potential may reduce the adverse effects of the pandemic. Yet, given the to be realized at scale, content should enable customization barriers identified herein, ensuring an equitable and effective interfaces to empower users to manipulate their virtual implementation of VR-based solutions, clinical or otherwise, environments and meet their emotional needs. Mood remains unclear. Thus, we propose the following recommendations induction experiences should not exist as standalone apps that for clinicians and industry leaders to improve the lives and mental may otherwise clutter the virtual marketplace, and rather should health of global communities. be integrated into existing infrastructure, such as social VR Equitable distribution of innovative healthcare technology is applications. predicated on co-creation: inclusion of all stakeholders at all When users are not actively seeking to manage their emotional stages of a product’s development (Nambisan and Nambisan, states, emerging VR functionalities may help nudge users toward 2017). VR is inherently an interdisciplinary platform, informed more optimal moods. Affective computing studies illustrate the by the fields of psychology, computer science, game studies, capacity of mobile devices to discern human emotional states architecture, and among others. As such, developers and from various user data sources (Picard, 2016). Specific to VR, Frontiers in Virtual Reality | www.frontiersin.org 4 February 2021 | Volume 2 | Article 627059 Pimentel et al. COVID-19: Barriers to VR’s Potential non-verbal data (e.g., posture) provide unprecedented opportunities establishing its place among the growing suite of “positive to tailor content to users (Miller et al., 2020). It will be possible to technologies” (Riva et al., 2020). actively model how people think and feel during a crisis and adjust virtual environments or content suggestions accordingly, much like the burgeoning mobile meditation app industry. DATA AVAILABILITY STATEMENT While a single technology may not remedy the psychological strain of COVID-19 and social isolation, VR’s potential as a The original contributions presented in the study are included in conduit to clinical and social support systems cannot be the article/Supplementary Material, further inquiries can be overstated. The recommendations highlighted herein prompt directed to the corresponding author. medical professionals, business leaders, developers, and scholars to consider important barriers impeding on successful development and deployment of VR content that contributes to AUTHOR CONTRIBUTIONS the psychological well-being of users. It is our hope that this overview guides theoretical and applied research into VR’s Authorship order reflects individual contributions to the capacity for psychological well-being during crisis, further manuscript: DP, MF, DD, and DM. REFERENCES Davis, D. Z., and Stanovsek, S. (2020). The machine as an extension of the body: when identity, immersion and interactive design serve as both resource and limitation for the disabled. Human Mach. Commun. 2 Bahng, S., Kelly, R. M., and McCormack, J. (2020). “Reflexive VR storytelling design de Regt, A., Barnes, S. J., and Plangger, K. (2020). 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Tamplin, J., Loveridge, B., Clarke, K., Li, Y., and Berlowitz, D. J. (2020). Development and feasibility testing of an online virtual reality platform for Copyright © 2021 Pimentel, Foxman, Davis and Markowitz. This is an open-access delivering therapeutic group singing interventions for people living with spinal article distributed under the terms of the Creative Commons Attribution License (CC cord injury. J. Telemed. Telecare 26 (6), 365–375. doi:10.1177/1357633X19828463 BY). The use, distribution or reproduction in other forums is permitted, provided the Tarr, B., Slater, M., and Cohen, E. (2018). Synchrony and social connection in original author(s) and the copyright owner(s) are credited and that the original immersive Virtual Reality. Sci. Rep. 8 (1), 3693. doi:10.1038/s41598-018-21765-4 publication in this journal is cited, in accordance with accepted academic practice. Thai, K. T. P., Jung, S., and Lindeman, R. W. (2020). “On the use of “active breaks” No use, distribution or reproduction is permitted which does not comply with to perform eye exercises for more comfortable VR experiences,” in 2020 IEEE these terms. Frontiers in Virtual Reality | www.frontiersin.org 7 February 2021 | Volume 2 | Article 627059