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Modeling in Therapy01:26

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Modeling, a key technique in therapy, uses observational learning to help clients acquire and practice new skills by watching therapists demonstrate desired behaviors. This approach, rooted in Albert Bandura's concept of vicarious learning, plays a significant role in therapeutic interventions for various psychological conditions, including social anxiety, ADHD, and depression.
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Transcending Self Therapy Virtual Reality Expansion: Effect on Engagement, Completion and Temporal Usage Patterns.

Anna M Wiese1,2, Jarrod Reisweber1,2, Mark Lambert3

  • 1Department of Psychology, Virginia Commonwealth University, Richmond, Virginia, USA.

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|October 20, 2025
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Summary
This summary is machine-generated.

Expanding virtual reality therapy content for substance use disorders (SUDs) increased patient engagement. The 10-module Transcending Self Therapy Virtual Reality (TST-VR) program showed higher completion rates and time spent compared to the 4-module version.

Keywords:
CBTTranscending Self Therapy (TST)substance use disorderveteransvirtual reality

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Area of Science:

  • Digital Therapeutics
  • Virtual Reality in Healthcare
  • Substance Use Disorder Treatment

Background:

  • Transcending Self Therapy (TST) is a cognitive behavioral therapy adapted for substance use disorders (SUDs).
  • The TST program was integrated into an immersive virtual reality (VR) platform (TST-VR) with modules for psychoeducation, mindfulness, and TST principles.
  • A previous feasibility study informed the expansion of TST-VR from 4 to 10 modules.

Purpose of the Study:

  • To evaluate the impact of expanded content in TST-VR on user engagement.
  • To test the hypothesis that the 10-module TST-VR would increase engagement metrics like total time and program completion.
  • To explore patterns of TST-VR usage, including time of day and module adherence.

Main Methods:

  • Fifty-eight military veterans undergoing SUD treatment were assigned to either the 4-module or 10-module TST-VR program.
  • Usage data, including total time in headset, time of day, and module completion, were collected.
  • Engagement was assessed by comparing usage metrics between the two TST-VR versions.

Main Results:

  • Veterans in the 10-module TST-VR group demonstrated higher average total time in headset and greater likelihood of completing all modules compared to the 4-module group.
  • Exploratory analysis revealed significant overnight usage (midnight to 6 AM) in a minority of users across both groups.
  • Time spent in the initial tutorial did not predict overall module completion, even in a population potentially new to digital devices.

Conclusions:

  • Expanding VR content in TST-VR, following user-centered design, enhances patient engagement and adherence in SUD treatment.
  • VR platforms can serve as on-demand therapeutic resources, accessible outside standard clinical hours.
  • Further research is warranted to understand how larger virtual environments can improve SUD treatment engagement.