UPDATED: Virtual Reality in the Treatment of Depression and Anxiety

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Photo by Nathan Cowley from Pexels

I have been up-front about my lifelong battles with clinical depression on this blog. I’m doing my small part to help fight the negative societal stigma against mental health problems, by sharing my story. If doing so helps one other person who may be struggling, then it’s worth it to me. And a great many people are struggling. According to the Public Health Agency of Canada:

Mood disorders are one of the most common mental illnesses in the general population. According to Statistics Canada’s 2012 Canadian Community Health Survey (CCHS) on Mental Health, 5.4% of the Canadian population aged 15 years and over reported symptoms that met the criteria for a mood disorder in the previous 12 months, including 4.7% for major depression and 1.5% for bipolar disorder.

I’ve been under a doctor’s treatment for depression since my mid-twenties, and I probably would have benefitted from seeking treatment even sooner than that. At times, my episodes of depression have been so severe that I have had to go on extended sick leaves from work. I’ve even been hospitalized twice when I was at my very worst. I have had to work very hard to crawl back from the edge of the black pit of despair, more than once in my life.

I first got my Oculus Rift headset back in January 2017, when I was on sick leave for depression from my job, and my life was feeling pretty bleak. Shortly afterwards, I also got the Oculus Touch hand controllers to be able to handle objects in VR.

I have no scientific proof, but I do believe that using that VR headset regularly—creating art using TiltBrush and Oculus Medium, using apps like Guided Meditation VR and Nature Treks VR, and interacting with other avatars and exploring new experiences in High Fidelity and the then-closed Sansar beta—was indeed a beneficial factor in my most recent recovery from depression. The best way I can describe it was that VR got my neurons firing again!

Some would no doubt argue that too much use of a VR headset is isolating, which I can understand if you are only playing solo games, or spending innumerable hours immersed in VR. However, in many games, and especially in most social VR spaces, you are often interacting with other people, which would counteract the isolation aspect somewhat. I also strongly recommend taking the time to build up your tolerance to VR, starting from sessions as short as 10-15 minutes, and building up slowly from that. I am a little concerned when I hear about people who boast logging 5, 6, 7, 8, or even more hours at one stretch in VR. Everything in moderation is the key here.

And when you’re too depressed to set foot outside your front door, it can sometimes be easier to slip on a VR headset to visit people and places! No need to get dressed up, or to put on your “happy face” to face the world. There have often been times in the past when I have felt extremely anxious, and I was able to load up the Nature Treks VR app in my Oculus Rift and relax on a calm, sandy beach lined with swaying palm trees, listening to the pounding surf, or just put myself within a mountain-ringed meadow of wildflowers, watching birds and butterflies. Much cheaper than an actual flight to a vacation spot! And you can revisit any time you like, with very little fuss.

To date, there really hasn’t been much in the way of rigorous scientific investigation into the effect of VR on mood disorders. A recently published review of research in the area concluded:

Findings favor VR exercise in alleviating anxiety and depression symptomology. However, existing evidence is insufficient to support the advantages of VR exercise as a standalone treatment over traditional therapy in the alleviation of anxiety and depression given the paucity of studies, small sample sizes, and lack of high-quality research designs. Future studies may build upon these limitations to discern the optimal manner by which to employ VR exercise in clinical settings.

So more research work needs to be done. Based on my own experience, and stories I have heard from others, I wouldn’t be surprised if/when scientists do discover some sort of benefit to using VR as a form of therapy for those who suffer from depression and anxiety. Perhaps some day soon, your mental health professional may prescribe a VR app instead of (or in addition to) anti-depressant medication and talk therapy!

And if you are suffering from a mood disorder, there’s absolutely no shame in reaching out for help. Doing so has made all the difference in my life. If I can survive, so can you!

UPDATE May 5th: Today I just read a great talk by actor Wil Wheaton (Star Trek: The Next Generation) who is open and candid about his own lifelong struggles with anxiety and depression. He says:

So I am here today to tell anyone who can hear me: if you suspect that you have a mental illness, there is no reason to be ashamed, or embarrassed, and most importantly, you do not need to be afraid. You do not need to suffer. There is nothing noble in suffering, and there is nothing shameful or weak in asking for help. This may seem really obvious to a lot of you, but it wasn’t for me, and I’m a pretty smart guy, so I’m going to say it anyway: There is no reason to feel embarrassed when you reach out to a professional for help, because the person you are reaching out to is someone who has literally dedicated their life to helping people like us live, instead of merely exist.


If you are currently experiencing a mental health or addictions related crisis:

If you are not in crisis, but still need help, here are some other good places to get started:

When you absolutely need someone to talk to online, one of the best places to try is The Kind Voice subReddit and Discord channel, both of which are staffed by volunteers:

“Sometimes we need to hear a human voice on the other end of the line telling us that everything’s going to be ok. This subreddit is for people that aren’t in a suicidal crisis, but feel depressed, alone, or want someone to talk to.”

A similar service is called The Haven, another Discord channel for people who need someone to talk to. Both Kind Voice and The Haven are free, volunteer-run services.


Whatever you do, don’t give up. NEVER. Give. Up!

Coming May 22nd to Sansar: The Bridge of the Enterprise from Star Trek: The Original Series!

Gindipple discovered an interesting piece of news: a Star Trek podcast by Roddenberry Entertainment called Mission Log has announced that they are setting up a VR hangout in Sansar! It is the bridge of the Enterprise from the original Star Trek TV series, and it will be officially unveiled on May 22nd, but a Facebook video released by the Mission Log crew gave us a few preview shots of the recreation:

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Here’s a link to their Mission Log Live video on Facebook, where one of their guests was Jason Gholston, head of Sansar Studios at Linden Lab, who gave a bit of an introduction about Sansar. (Unfortunately, Jason’s microphone level kept going up and down, so it was hard to hear some of what he was saying.)

Here’s a link to the website and the Facebook group for Mission Log, by Roddenberry Entertainment. Looking forward to being able to visit this experience when it launches! Hopefully, some of Sansar’s costume designers can whip up some appropriate sci-fi uniforms for us to wear.

NOTE: You can install the Sansar software client, if you don’t already have it, at https://www.sansar.com/download. See you there on May 22nd!

UPDATED! Second Life Steals, Deals and Freebies: Where to Get Both Versions of the New Free Male Mesh Avatar Head and Body by Altamura, Plus the Best Freebie Stores for Men!

UPDATE Oct. 20th: For a current, up-to-date list of options for free and inexpensive male mesh avatar heads and bodies, please see this blogpostAlso note that all the clothing freebies at the UniHispana Crea sim are now at the same spot as the Max vendor sign, instead of in a separate location. Also, the Max bodies at both Ajuda SL Brasil and UniHispana Crea are now FREE instead of L$1; just click the blue vendor panel and select Deliver from the blue pop-up menu.

Finding high-quality freebies for male avatars in Second Life can be a bit of a problem. There seems to be a LOT more freebies available for women than men. So today I am going to tell you about all the places I go visit when I am looking to outfit one of my male alts.

Did you know that Altamura has just announced that they are giving away two versions of their Max full Bento mesh avatar body and head package for FREE? (Actually, you’ll need L$1 to pay the vendor, and then the vendor automatically returns your Linden dollar.) This is a fully functional, fully adjustable, fully featured Bento mesh avatar body and head with a full set of alpha selections (but please note that you cannot hide the head using the included HUD, in order to wear another mesh avatar head with this body). Also, while you can turn the hairbase on or off using the HUD, each Max body only comes in the one skin tone. You cannot use Omega appliers with these freebie male bodies.

To pick up the darker skin tone version of Max, go to Ajuda SL Brasil. At the landing point, look for this large blue sign:

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When you click it, it will teleport you to the third floor of their large Freebies store, where you can pay the identical blue sign L$1 to buy a copy of your Max mesh avatar body and head package. (You will get your Linden refunded.) There are also many more freebies for men on this floor, of varying quality (some are mesh, some are older system clothing), so go and shop around!

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To get the lighter skin tone of Max, you need to go to another freebie spot, called the UniHispana Crea Community Gateway. This place can be a little confusing to navigate, so use the included SLURLs to find what you are looking for. The Max package is available here (again, just pay the blue sign L$1 and it will refund you):

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But the small selection of freebies for men (including the mesh dress suit and dress shoes my avatar is wearing) is located in another place on the same sim:

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Another great place for men’s freebies is the venerable Free Dove. They have a selection of high-quality men’s clothing and shoes, and a few hairstyles for men as well, located against the back wall from the entrance:

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Finally, there are some nice freebies by designer Giz Seorn (some unavailable anywhere else) that can be found at the New Resident Island freebie village:

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Note that many of the vendors at New Resident Island are restricted to avatars under a certain age in days, but the Giz Seorn freebies are available to anybody regardless of age.

So, there you have it! Only a few stops and you have not only a good-looking mesh avatar head and body, but also hair, shoes, and good-quality clothing galore! Here is a shot of my male alt, wearing the lighter-toned Max head and body, with free Chris hair from the Free Dove, and wearing the suit and shoes I got from the UniHispana freebie store:

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I forgot to mention that the Bento male animation override is also FREE, available from Tuty’s. So everything this avatar is wearing from head to toe, including the AO, is FREE!

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Which Social VR Spaces Will Benefit From the Oculus Go?

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Image from https://www.oculus.com/go/

Mashable reviewer Raymond Wong has given the new Oculus Go headset a rave review:

Oculus Go is the VR headset we’ve all been waiting for: fully self-contained. It’s super clichéd to say a product is the “iPhone of [product category],” but the Oculus Go really is.

It’s the only VR headset that provides a good VR experience without the complexities of configuring a smartphone or PC. It’s not the most cutting-edge VR headset— that’ll always be reserved for PC VR headsets — but it’s the most frictionless way to dive into the virtual world. Oculus Go is the first VR headset you can casually pick up and use without needing to set time aside for setup.

Standalone VR headsets are the future. They’re the “sweet spot” as Zuckerberg also said at Oculus Connect. Oculus Go is an important stepping stone towards more powerful standalone VR headsets, like Facebook’s own Santa Cruz VR headset, that’ll inch us closer towards a Holodeck.

The Oculus Go is the VR headset that’ll help mainstream VR. It may still be another few more years, but this is the one that changes everything.

The Oculus Go features over 1,000 VR games, social apps, and 360° experiences at launch, including the social VR spaces vTime and AltspaceVR. (Surprisingly, Facebook Spaces is not among them.) It makes sense that social VR apps that lock you into one place (like vTime) or which have very basic avatars (like AltspaceVR) would be usable in Oculus Go. If Oculus Go becomes very popular, as it might, these social VR platforms may indeed have an advantage over those which require a full-blown VR headset and a higher-end computer, such as Sansar or High Fidelity.

One social VR platform on the Oculus Go that most impressed Raymond was Oculus Rooms:

My favorite VR experience for the Go is Oculus Rooms 2.0. First launched on Rift and Gear VR, the updated Rooms is like virtual hangout for you and your friends to chill in.

There are three main sections of Rooms: A “Media Area” with a giant screen where you can watch videos and view media content, a “Games Table” where you can play various games like matching cards and Reversi (more games like Boggle, Monopoly and Trivial Pursuit are coming from Hasbro later), and “Your Room” where you can decorate your space by customizing things like your furniture textures, the photos on your walls, and the scene out the virtual window.

 The Rooms experience isn’t photo-realistic by any means, but it’s the best showcase of social VR. Here, inside of this virtual room, you can invite your friends from anywhere in the world to come and watch a video with you. Or watch a video, while playing mini games. Or just hang out and have a conversation.

I thought it would be stupid at first, but it’s one of the most natural things I’ve ever done in VR. And even though it’s nowhere near as full-featured as Facebook Spaces for the Oculus Rift, it’s still pretty damn fun to chill in even if you’re not doing anything but kicking back and watching a video.

Rooms is the first thing I showed people when I handed them Oculus Go, and it never failed to blow them away. Even friends who were extremely skeptical of VR or had written it off as a fad were impressed. Rooms is to Oculus Go the way Wii Sports was to the Wii — it’ll hook you instantly.

Polygon, in its article on Oculus Go, also notes the appeal of Oculus Rooms:

The headset’s Oculus Rooms feature allows me to create my own social space for my family and friends in virtual reality. I can sit and chat with them, via pretty little avatars. We can share home movies and photos by linking our phones to the headset. We can watch movies together. We can play basic parlor games. It feels like a natural and useful implementation of virtual reality, and it’s powered by a $200 stand-alone headset. This is an actual place where I want to spend time.

And the Polygon writer, Colin Campbell, adds this interesting note about why Oculus Rooms is not available for the Oculus Rift headset:

One irritating aspect of Oculus Go’s launch is that core social function Oculus Rooms won’t be available for Rift. We asked a spokesperson why Rift owners are being left out, and received the following statement.

“Rift users can use Facebook Spaces to make their VR experience a more social one. Facebook Spaces is designed to take full advantage of PC VR platforms to power social experiences, while Oculus Rooms is designed to help people connect with friends and family on lower-compute mobile VR devices. It’s great to have different kinds of social experiences on different platforms because it’s still early days for VR, and it helps us learn while giving people a variety of ways to interact.”

As a Rift owner who doesn’t use Facebook, I find this disappointing. But if Go is a commercial success, maybe the company will find a way to allow Rooms and Facebook Spaces to live together across its portfolio of devices.


One of the problems in getting many existing social VR software clients to run on the Oculus Go is that their programs need to be made to run in as little storage as possible. (For example, the Sansar client uses tens of gigabytes of memory storage for caching experiences you visit, so they will load more quickly the next time you come back.)  There’s only 32GB (or 64GB if you buy the upgraded version) of total program storage on the Oculus Go:

Oculus was generous enough to give me pre-release access to the Oculus Store, so I went kind of crazy downloading and installing as many different apps as my 32GB headset could hold.

Most VR apps are around 500-700MB, and 3D games usually clocked in at no more than 5GB. Just something to keep in mind if you’re deciding between the 32GB and 64GB Oculus Go. If you’re planning on playing a lot of 3D games, I recommend going with the higher storage model because there’s no adding more later.

The bigger problem is that high-quality social VR requires a very high rate of data transfer (that cord tethering your Oculus Rift to your PC is there for a reason!). It’s highly doubtful that you would be able to achieve that same high data transfer rate on the Oculus Go. The Oculus Rift and HTC Vive rely on higher-end gaming machines with powerful integrated graphics cards to be able to deliver the necessary 90 frames per second performance so you don’t get sick in VR.

That being said, and ignorant as I am of the other technical challenges that face those who want to port existing social VR platforms to the Oculus Go, I’d love to hear what others have to say. What do you think are the major obstacles in bringing programs like Sansar, High Fidelity, Sinespace or VRChat to the Oculus Go and similar all-in-one VR headsets?