Virtual Reality and Digital Mental Health
gameChange

Development of a virtual reality (VR) therapy to help people with psychosis who find social situations difficult
User-testing VR for psychosis: Making a safe space for people to gain confidence
The importance of involving people in digital mental health research
PAPERS: Developing an automated VR cognitive treatment for psychosis: gameChange VR therapy
VR for young people with psychosis

Developing a VR intervention to improve young people’s self-confidence
Cognitive Bias Modification for Paranoia (CBM-pa)

Could Cognitive Bias Modification (CBM) help people break the cycle of paranoid thinking?
FEASIBILITY STUDY: Promising initial results that will help towards the design of the future trial
Screen Time

Research priorities for screen time and young people’s mental health
SURVEY: Screen Use and Adolescent Mental Health
BLOG: The screen time spider web & why it is so important to understand its impact
Screen time, involvement and what it means for young people to be involved in research