For all the technologies, the evidence gaps are related to the population, intervention, comparators and outcomes. The committee considered that there were uncertainties about the clinical and cost effectiveness of VR technologies for treating agoraphobia, or agoraphobic avoidance in people with psychosis, because of the limited evidence. But there was enough evidence of potential benefits of gameChangeVR for it to be used in the NHS to treat severe agoraphobic avoidance in people with psychosis aged 16 and over, while further evidence is generated to address these gaps. Important evidence gaps for all the technologies are:
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Population: The relevant clinical evidence for XR Therapeutics included 2 people with phobias that the EAG considered to be relevant to agoraphobia. But there was no evidence in people aged 16 and over with agoraphobia. Secondary analysis on gameChangeVR suggested benefits in people with psychosis who have severe agoraphobic avoidance, but primary evidence is needed to confirm this finding. More evidence on the clinical effectiveness of all the technologies is needed to guide patient selection on who may benefit most from using VR technology for treating agoraphobia, or agoraphobic avoidance in people with psychosis, including more information on patient demographics and experiences of using VR technologies.
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Intervention: There is limited evidence for all of the technologies, with only 1 key study for each technology. There was no evidence on Invirto (so it was not included in this assessment) and no clinical effectiveness evidence for Amelia Virtual Care. There was also no comparative evidence on XR Therapeutics. There were no ongoing or unpublished studies that would address the evidence gaps for any of the included technologies.
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Comparators: More research is needed on the clinical effectiveness of VR technologies compared with standard care in the NHS.
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Outcomes: Published evidence was not available for some outcomes. There was also heterogeneity in how clinical measures were reported. It was unclear whether some statistically significant differences were clinically meaningful. There was no evidence on the durability of the effect or relapse rates for any of the VR technologies. Evidence on adverse events was limited and was reported in only 1 study on gameChangeVR.
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Decision modelling: Evidence gaps for the economic modelling mostly related to the limited clinical evidence, quality-of-life outcomes, utilities and relapse rates. The uncertainties would be reduced with further research addressing the outlined evidence gaps including longer-term data on durability of effect and the repeat use of VR technologies.