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Associate professor and research leader Mental Health Center Copenhagen, University of Copenhagen

Louise Birkedal Glenthøj

Associate Professor Louise Birkedal Glenthøj is a clinical psychologist and research leader at the VIRTU Research Group at the University of Copenhagen. Her research is dedicated to advancing the use of VR in the clinical assessment and treatment of mental health disorders including psychosis, eating disorders, autism, and anxiety, as well as the application of VR in general clinical practice. She also explores the innovative use of VR-based eye tracking to support the diagnostic process for specific mental health disorders. Additionally, her research aims at identifying biomarkers, such as EEG and MRI, as potential predictors of therapy outcomes with the goal of improving the efficacy of VR interventions.

Virtual reality in clinical psychiatry: Evidence and experience from recent trials

Virtual reality (VR) is increasingly used as a clinical tool in psychiatric treatment, particularly in areas where real‑world exposure, social interaction, or behavioural change are difficult to achieve through traditional therapy. In this talk, I will present findings from five clinical VR studies conducted across several psychiatric populations, with a primary focus on psychosis and additional work within eating disorders.

The talk will describe how VR has been applied to address key clinical challenges, including distressing symptoms, perceived social threat, avoidance, reduced engagement in everyday activities, and difficulties in emotional and interpersonal functioning. Drawing on data from both larger trials and pilot studies, I will discuss clinical outcomes, feasibility in routine clinical settings, and patterns of engagement across repeated VR sessions.

Beyond outcomes, the presentation will focus on processes that appear important across interventions, such as presence, emotional engagement, and patients’ interaction with virtual social environments. I will conclude by reflecting on common challenges and lessons learned, and what these experiences imply for the future development and implementation of VR‑based interventions in psychiatry.