DTx Product Profile

gameChange®

Product Highlight

Condition targeted:

Agoraphobic avoidance and distress

How it works:

gameChange is a self-guided digital therapeutic that uses Virtual Reality (VR) to deliver cognitive-behavioral therapy (CBT)

Impact:

Use of gameChange for 6 weeks leads to sustained reductions in the agoraphobic avoidane of everyday situations and in distress

Product Overview

Medical condition:

Agoraphobic avoidance and distress

Target patient population:

Individuals with psychosis aged 16 and over who have difficulties participating in everyday activities due to intense anxiety and are willing to feel more confident in social situations

What to expect:

Reduction in levels of agoraphobic avoidance and distress, paranoia, and quality of life

Note: for more information, please visit https://www.realizedcare.com/agoraphobic-avoidance

Clinical Overview

Indications for use:

gameChange is currently recommended for use in the NHS (UK), while more evidence is generated, to treat severe agoraphobic avoidance in people with psychosis with the support of a mental health professional.

Outcomes:

A clinical trial with 346 patients with psychosis demonstrated that use of gameChange during 6 weeks led to moderate-large sutained reductions in avoidance (49%), distress (19%), and paranoia symptoms (41%), and an improvement of quality of life (21%) in the severe population.

Directions:

gameChange comprises several automated VR-therapy sessions intended to deliver CBT to target anxiety about everyday social situations. gameChange is designed to be delivered in approximately 6 sessions, each involving 20-30 minutes in VR. gameChange recommends patients complete at least one session, consisting of all 5 levels of a single scenario, per week for 6 or more weeks. Each VR therapy module is comprised of a CBT component delivered by a virtual coach within the VR program, and is intended to take ~5 minutes to complete. gameChange does not require direct involvement by a prescribing physician or a healthcare professional during use of the product.

Risks & warnings:

Use of gameChange is not recommended for people with photosensitive epilepsy. Use with caution is advised for people with a lack of stereoscopic vision or balance problems.

Place in therapy:

Intended as a standalone or in conjunction with medication and therapy

Product Access

Product description:

gameChange is designed to be used with commercially available VR headsets supporting six degrees of freedom tracking.

Prescription status:

No prescription is required

Patient access:

Patients receive a VR kit shipped home (or pickedup from a doctors office/store) with gameChange set-up and ready to be used.

Use of this product requires access to:

Provider access:

Providers do not have access to patient outcomes through a portal or report. GameChange does not collect individual patient data. gameChange can be currently used in England NHS while real-world evidence is generated and with the support of a mental health professional.

Coverage options:

Currently gameChange is sold via a public payer model via the NHS. However, independent providers in the UK can purchase independently. gameChange is not sold or offered direct to patients / consumers.

Product availability:

gameChaneg is available in:  

Unique Features.

gameChange effectiveness and safety was demonstrated in the largest ever clincal trial of VR for mental health (346 patients across nine NHS Trusts)

Clinical Trials

The provided set of evidence represents a sample of conducted studies. For a comprehensive collection contact manufacturers directly.

 

Note: for more research, please visit https://www.realizedcare.com/agoraphobic-avoidance

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