Guide VII-093

Virtual-reality self-transcendence (Isness-D)

Glowacki, Roebuck Williams, Wonnacott, Maynard2020
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[source: …] where a claim comes from[uncertain] not confirmed in a primary source[synthesis] the writer's reconstruction

1. Introduction

Version followed: Isness-D ("Isness-distributed") as described by Glowacki, Roebuck Williams, Wonnacott, Maynard, Freire, Pike & Chatziapostolou (Scientific Reports, 2022; arXiv preprint 2105.07796, 2021), i.e. the August–September 2020 citizen-science deployment: sessions of about 50–70 minutes, 3–5 remote participants (usually 4) plus a facilitator, 29 sessions across 14 "Isness-nodes". Later commercial derivatives from the spin-out company aNUma (weekly Isness sessions, a shortened corporate version, "Ripple" and the "Clear Light" programme for people facing terminal illness) are noted where sources describe them, but their protocols are known mainly from press reports and one observational study of Clear Light [uncertain] [source: Glowacki et al. 2022, Scientific Reports, and the arXiv preprint full text; MIT Technology Review 2022; Lion's Roar].

What it is: Isness-D is not a psychotherapy or a manualised treatment. It is a research VR framework (and, through aNUma, a commercial group experience) designed to induce self-transcendent experiences (STEs) without drugs. Participants in different places share one virtual space in which each person appears as a luminous, energy-like body with soft, diffuse boundaries and radiance concentrated at the heart centre. The signature event is "energetic coalescence": participants move so that their virtual bodies overlap and merge, making it hard to tell where one person ends and another begins [source: Glowacki et al. 2022].

Core idea of change (the developers' account): drawing on Yaden and colleagues, the authors treat an STE as having two ingredients, a dissolving of self-boundaries and a relational sense of unity, and argue both are best produced in a multi-person setting. Because STEs and connectedness have been linked to therapeutic benefit (e.g. lower depressive symptoms) and are reliably occasioned by psychedelics, they propose distributed VR as a non-drug route that avoids dosing uncertainty, unpredictable onset and regulatory barriers. Glowacki says that rendering people as "pure luminosity" releases them from "a lot of judgments and projections" [source: Glowacki et al. 2022; MIT Technology Review 2022]. The authors themselves call therapeutic inferences premature: no control condition, single short session, no wellbeing or durability outcomes, no long-term follow-up [source: Glowacki et al. preprint].

Terminology and framing (attributed, not fact): the authors coined "numadelic" (from Greek pneuma plus delein, glossed "spirit-revealing") to distinguish these technologies from psychedelics; "Isness" echoes Aldous Huxley's mescaline account. The energetic-body aesthetic is said by the authors to draw on meditative and wisdom traditions, on physics (Bohm, Popper) and on first-person accounts of unitive experience. aNUma's lead designer and facilitator Lama Karma Wall frames the Clear Light programme in Tibetan Buddhist terms (the trikaya; luminosity across states of consciousness), while saying scenes are presented without a particular metaphysical context. These are the designers' interpretive frameworks, not established facts about consciousness [source: Glowacki et al. 2022; Lion's Roar].

Regulatory status: Isness-D uses consumer VR hardware and no drug. In the sources used it is a research platform and a commercial wellness/supportive-care product; no regulator approval as a medical device or treatment is reported [uncertain]. A clinician using it is delivering an unvalidated adjunct, and consent should say so [synthesis].

2. Framework

Session structure in the published study (one session; the methods describe the three phases as an experience of about 50 minutes, while the discussion gives about 70 minutes) [source: Glowacki et al. preprint, Methods]:

PhaseApprox. timeGoalFormat
0. Node set-up and technical checkbefore sessionSafe standard play space; working latency, gloves/controllers and audioTrained node host with the participant
1. Preparation / induction~15 minOrientation to the virtual body and space; facilitator-guided movementLive facilitator speaking in-world
2. Loosely guided audiovisual narrative~25 minOccasion ego attenuation and connectedness, culminating in energetic coalescencePre-recorded soundtrack and narrative about the relation of matter and energy; live facilitator watching in "spectate mode"
3. Integration / discussion~10 minGroup sharing of experienceVerbal group discussion (in the study ~3.5 hours of discussion were transcribed across sessions)
4. Post-session measuresafterResearch outcome captureQuestionnaires and optional free writing
  • Group size: 3–5 participants per session (usually 4) plus a facilitator, each participant at a separate node, connected via cloud servers (London, Frankfurt and the Washington DC area in the study); 29 sessions ran across 14 nodes in the San Francisco Bay Area, Tennessee, Massachusetts, Bristol and London [source: Glowacki et al. preprint].
  • Hardware in the study: HTC Vive Pro or Valve Index headsets with Open Mudra gloves (pinch gestures produce light and let participants manipulate the shared molecular thread). A later version described by a journalist used hand controllers whose press brightens the hand's light [source: Glowacki et al. preprint; MIT Technology Review 2022].
  • Eligibility in the study: adults 18+ who consented through an information sheet and tick-box form; no medical exclusions are reported [source: Glowacki et al. preprint]. Clinical screening below is from headset-maker warnings plus [synthesis].
  • Session count: one session in the research. aNUma offers weekly sessions; its Clear Light family programme runs seven sessions, initiated by a person with a terminal illness who invites loved ones; a cohort version groups people in similar health situations who usually do not know each other [source: MIT Technology Review 2022; Lion's Roar]. A coauthor was reported to be piloting Isness-D in couples and family therapy; no protocol was found [uncertain].
  • Criteria for moving between phases: the sources give fixed timings rather than clinical criteria. Clinically, move from induction to narrative only when every participant reports being comfortable in the headset and oriented to their body; stop or pause for any cybersickness or seizure warning sign; move to integration on time even if someone is still "in" the experience, then check them individually [synthesis].

3. Guiding principles

  • Self-transcendence is relational. Design and facilitation aim at both boundary-dissolution and felt unity with others, so the group matters as much as the individual. Practical meaning: frame the session as shared, not as a private trip [source: Glowacki et al. 2022].
  • Luminous, featureless bodies reduce judgement. No faces, clothes or body shapes; only light. Practical meaning: invite participants to notice how it feels to be seen without appearance cues; do not add identifying avatars [source: MIT Technology Review 2022 (Glowacki quote); Glowacki et al. 2022].
  • Soft boundaries invite merging. Bodies extend beyond the physical body and can overlap. Practical meaning: coalescence is invited, never pushed; anyone may hold back at the edge [source for design: Glowacki et al. 2022; voluntariness: synthesis].
  • Light-touch guidance. The narrative is "loosely guided" and the live facilitator mostly spectates. Practical meaning: speak little, let the soundtrack carry the arc, intervene for safety or tech problems [source: Glowacki et al. preprint].
  • Anchored in science, not doctrine. The authors simulate a real molecule with a biophysics engine to ground the narrative in scientific reality; spiritual readings are offered as aesthetics. Practical meaning: let clients attach their own meanings; do not teach metaphysics [source: Glowacki et al. 2022; Lion's Roar].
  • Set, setting and integration borrowed from psychedelic research. Induction, guided experience and group integration mirror psychedelic session structure, and outcomes were measured with psychedelic-research scales. Practical meaning: always leave time for integration; do not end the headset and send people away [source: Glowacki et al. preprint; synthesis for the clinical rule].
  • Keep it fresh. aNUma's facilitator says the team varies the experience so new VR habits do not form. Practical meaning: with repeat sessions, expect novelty to fade and review whether goals still fit [source: Lion's Roar].
  • Physical safety first. VR is an embodied activity with fall, collision, seizure and cybersickness risks. Practical meaning: screen, clear the space, use a mat or defined play area, and stop at the first warning sign [source: Meta Quest 2 safety instructions].
  • Humility about claims. The developers say clinical benefit is unestablished. Practical meaning: present it as an exploratory experience, not a treatment or psychedelic substitute [source: Glowacki et al. preprint, which names a possible role for loneliness and isolation only as future work and reports no control condition and no follow-up].

4. Intervention inventory

Scope note: the published sources describe the session components below, not a set of psychotherapy techniques. The narrative script, soundtrack and facilitator instructions are not published in the sources used, so step detail beyond the components is marked [synthesis]. Items 4.1, 4.2 and 4.11 are clinical safety wrappers built from the headset maker's warnings and [synthesis]. None of the sources used describes a breathing mechanic in Isness-D, so none is described here; the earlier co-located Isness study ("Isness: Using Multi-Person VR to Design Peak Mystical-Type Experiences Comparable to Psychedelics", arXiv 2002.00940) is not drawn on [uncertain].

4.1 Medical and psychological screening and consent

  • Purpose / when: before any session, to exclude people for whom VR or an intense ego-attenuating experience is unsafe. The study's only stated criteria were age 18+ and informed consent [source: Glowacki et al. preprint].
  • Steps:
    1. Screen against the headset maker's warnings: ask about any history of seizures, loss of awareness or epilepsy-related symptoms (refer for medical advice first); pregnancy; older age; abnormalities of binocular vision; psychiatric disorders; heart conditions or other serious medical conditions; pacemaker, hearing aid, defibrillator or other implanted device (consult doctor or device maker; headset magnets and radio parts can interfere); under 13s excluded [source: Meta Quest 2 safety instructions].
    2. Ask about photosensitivity specifically: the maker estimates about 1 in 4,000 people may have seizures, blackouts or eye or muscle twitching from flashing lights or patterns, even without prior history, more often in young people [source: Meta Quest 2 safety instructions].
    3. Ask about past motion sickness or VR discomfort, migraine, vestibular disorders and balance problems; schedule a short trial if uncertain [source for motion sickness and migraine as risk states: Meta; vestibular/balance: synthesis].
    4. Psychiatric screening for an ego-attenuating group experience: current or past psychosis or bipolar disorder, active dissociative disorder or marked depersonalisation, unstabilised PTSD (especially with body-boundary or intrusion trauma), active suicidality, current severe anxiety or panic. The maker advises people with psychiatric disorders to consult a doctor and not to use VR under emotional stress or anxiety; the specific list is [synthesis] by analogy with psychedelic and meditation screening.
    5. Same-day state check: do not proceed if the client is exhausted, intoxicated with alcohol or drugs, hungover, or unwell (cold, flu, headache, migraine, earache, digestive upset) [source: Meta Quest 2 safety instructions].
    6. Consent: explain the virtual body, possible merging with others' light bodies, that there is no physical touch, that remote strangers may be present (in group formats), that they may stop or step back at any time, the physical risks, that the method is experimental and not an approved treatment, and what data (questionnaires, recordings) are kept [synthesis; group-with-strangers format: Lion's Roar].
  • Example language (illustrative): "In the headset you'll appear as a soft body of light, and at some point others may move into the same space as you. Nothing physical touches you, and you can stay at the edge or take the headset off whenever you want."
  • Watch for: minimising of seizure history; clients seeking a 'psychedelic substitute' to escape acute distress (a reason to defer) [synthesis].

4.2 Node and play-space set-up and technical check

  • Purpose / when: before every session. In the study each node had a play space of about 2 × 3 m, a VR-capable computer, one pair of gloves, a reliable internet connection and a host trained remotely who had first completed the full experience. Before participants joined, host and facilitator checked the server connection, latency, glove function, audio and spatial orientation (to reduce trip hazards); hosts prepared participants, handled discomfort and troubleshooting, and sanitised equipment. 9 participants were removed because network glitches and dropouts disrupted their sessions [source: Glowacki et al. preprint].
  • Steps:
    1. Indoors only; clear the area all around and overhead (furniture, lamps, stairs, open doors, windows, liquids, heat sources, fans, pets, people); level floor without loose rugs; buffer beyond arm reach [source: Meta Quest 2 safety instructions].
    2. Mark the mat (participants kneel at its edge and stand at its centre during the session) [source: Glowacki et al. 2022].
    3. Check network stability, audio volume (not loud for long periods), hand tracking or gloves, and the boundary system, remembering it only warns and does not stop collisions [source: Meta].
    4. Clean headset and controllers between users with skin-safe non-alcohol wipes; do not share with anyone with a contagious eye, skin or scalp condition [source: Meta].
    5. Agree a spotter or a host who stays present in the room and can be called aloud [source: Meta suggests a spotter; host role: Glowacki et al. preprint].
  • Example language (illustrative): "I'll stay in the room the whole time. If you say my name, I'll answer, and if you raise your hand I'll come over."
  • Watch for: lag or frame drops (raise cybersickness risk and break immersion; consider stopping) [synthesis].

4.3 Preparation / induction (about 15 minutes)

  • Purpose / when: opening phase (about 15 minutes); introductions and gentle group movement (such as bowing and mirroring one another) orient participants to their luminous body and the shared space, they move together until their bodies overlap, and they set intentions while holding the molecular thread (4.5) [source: Glowacki et al. preprint].
  • Steps:
    1. Headset on, seated or kneeling at the edge of the mat (the study's narrative has participants kneel at the edge of their play area) [source: Glowacki et al. 2022].
    2. The facilitator introduces themself in-world and invites slow movement of hands and arms so each participant sees their own glowing body and, when moving, the brief electric trail it leaves; with controllers, pressing brightens the hand's light [source: MIT Technology Review 2022].
    3. Invite participants to notice the others in the circle (a journalist's session started with participants in a circle, in a sparse grey landscape under a pre-dawn-like sky) [source: MIT Technology Review 2022].
    4. Do a comfort check: vision clear, no dizziness, volume comfortable [synthesis].
  • Example language (illustrative): "Take a moment to look at your hands. Move them slowly and see the light follow. When you're ready, look around the circle at the others here with you."
  • Watch for: early cybersickness (sweating, dizziness, nausea); a participant who freezes or seems disoriented; anyone uncomfortable with others' proximity (the journalist first worried about personal space, then chose to settle into closeness) [source for that account: MIT Technology Review 2022; responses: synthesis].

4.4 Inhabiting the luminous energetic body

  • Purpose / when: throughout; the body design is itself the main intervention, meant to blur self-other boundaries [source: Glowacki et al. 2022].
  • Steps: let participants explore how their diffuse, heart-centred light body extends beyond their physical outline, and how moving changes it; avoid commentary that tells them what they should feel [source for design: Glowacki et al. 2022; facilitation stance: synthesis].
  • Example language (illustrative): "Notice where you feel your edges right now, if you feel any at all."
  • Watch for / working signs: relaxed, exploratory movement and curiosity; distress signs include repeated checking for the boundary, clutching at the headset or reporting that they cannot feel their real body [synthesis].

4.5 Holding the molecular thread and naming a connection

  • Purpose / when: in the preparation phase; participants hold, in a circle, a real-time simulation of a peptide molecule (a ring of 40 alanine units computed with a GPU-accelerated molecular engine), presented as a purely energetic "organism" connecting them across locations; they use it as a vessel for their intentions and shape it with pinch gestures [source: Glowacki et al. preprint; MIT Technology Review 2022].
  • Steps:
    1. Participants kneel at the edge of their mats holding the thread together [source: Glowacki et al. 2022].
    2. Each participant places an intention into the thread [source: Glowacki et al. preprint]; in a journalist's later session each participant stated aloud something they wanted to connect with more deeply [source: MIT Technology Review 2022].
    3. Allow silence after each statement; no feedback or interpretation [synthesis].
  • Example language (illustrative): "Holding the thread, you might say aloud something you'd like to feel more connected to. Passing is fine."
  • Watch for: pressure to disclose in a group of strangers; offer the option to name it silently [synthesis].

4.6 Energetic coalescence

  • Purpose / when: the climax of the narrative; participants move to the centre of their mats so their virtual bodies overlap in the shared space, which the authors present as a new class of experience only possible in distributed multi-person VR, aimed at including others in one's sense of self [source: Glowacki et al. 2022]. A gentle narrated voice tells participants when to move closer [source: MIT Technology Review 2022].
  • Steps:
    1. On the narrative's cue, participants stand and step to the centre of their own mats; because each is in a separate physical room, overlap happens only virtually [source: Glowacki et al. 2022].
    2. They remain merged while the soundtrack continues; movement remains slow [source for movement safety: Meta; duration: not published, uncertain].
    3. The facilitator spectates and intervenes only for safety or technical issues, contacting node hosts when needed and reminding over-excited participants to move gently [source: Glowacki et al. preprint].
  • Example language (illustrative): "When you hear the invitation, you can step toward the centre. Go as far as feels right; staying where you are is also part of this."
  • Watch for / working signs: in the study, measured connectedness (Inclusion of Community in Self) rose from before to after, and ego-dissolution ratings correlated with post-session connectedness; tears, trembling, sweats or chills occurred and were not described by participants as negative or traumatic [source: Glowacki et al. 2022]. Treat panic, a sense of being invaded, or loss of orientation as reasons to pause [synthesis].

4.7 Moving through light trails and the past

  • Purpose / when: reported in one journalist's session: movement leaves a brief electric trail, the narration asked what it feels like to see the past, and the journalist wrote the names of people from their past in the air and watched them vanish [source: MIT Technology Review 2022]. Whether this is part of the standard Isness-D narrative is [uncertain].
  • Steps (illustrative wrapper, synthesis): if the narration invites it, let participants trace in light freely; do not suggest specific content such as names of the deceased unless agreed in preparation.
  • Example language (illustrative): "Whatever you trace will fade on its own. You can just watch it go."
  • Watch for: grief surfacing; note it for integration [synthesis].

4.8 Live facilitation in spectate mode

  • Purpose / when: during the ~25-minute narrative; the live facilitator watches from within the virtual space while a pre-recorded soundtrack and narrative about the matter-energy relationship carries the experience; facilitator or node host flags technical failures; observers can also join in spectate mode, invisible to participants [source: Glowacki et al. preprint].
  • Steps (synthesis built on the published roles):
    1. Track every participant's body position and movement; a still or erratic body may signal distress or tracking failure.
    2. Keep the voice channel for safety and orientation only; do not narrate over the soundtrack.
    3. Hold a pre-agreed stop signal (e.g. raised hand or a word) and a plan for a host to reach the participant physically within seconds.
    4. If one participant drops out (network), tell the group briefly and neutrally so the remaining members are not left wondering.
  • Example language (illustrative): "One of our group has lost connection for a moment. Nothing is wrong; keep going at your own pace."
  • Watch for: your own urge to 'improve' the experience; the study design relies on light guidance [synthesis].

4.9 Integration group discussion (about 10 minutes)

  • Purpose / when: closing phase of each session; group sharing of the experience. In the study the discussions were recorded and transcribed (about 3.5 hours in total) and, after a guided exit from VR, 36 free-writing responses were collected (prose, poems and drawings; the prose was analysed thematically) [source: Glowacki et al. preprint]. Prompts used were not published [uncertain].
  • Steps (synthesis):
    1. Re-orient first: headset off (or remain in a neutral virtual space if discussion is in-world), feet on floor, sip of water, look around the real room.
    2. Each person in turn may share, in a word or a few sentences, what stood out; passing is allowed.
    3. Ask about the body (any nausea, headache, aches, dizziness) as well as meaning.
    4. Reflect without interpreting; leave metaphysical interpretation to the participant.
    5. Note who was quiet or tearful and check in individually afterwards.
  • Example language (illustrative): "Before we talk about meaning, how is your body right now? ... What, if anything, would you like to say about what happened in there?"
  • Watch for: the one communitas item rated below midpoint in the study concerned getting to know other participants, which the authors put down to limited talking; integration time is where that gap can be met [source: Glowacki et al. 2022]. Grandiose or 'chosen' interpretations: the Ego-Dissolution Inventory has an ego-inflation subscale, which scored low on average in the study but was present [source: Glowacki et al. 2022; clinical reading: synthesis].

4.10 Outcome measures (research and clinical tracking)

  • Purpose / when: before and after session, to track connectedness and the quality of the experience. The study used, before: an adapted Inclusion of Community in Self pictorial scale and openness items; after: the 30-item Mystical Experience Questionnaire (MEQ30), the Ego-Dissolution Inventory (dissolution and inflation subscales), a 10-item communitas scale adapted from Kettner and colleagues, the community-in-self scale again, items on bodily effects, demographics and an open comments box; items on suffering and surrender were dropped as less relevant and anxiety-provoking [source: Glowacki et al. preprint]. Items are not reproduced here.
  • Steps: use published versions under their licences; for clinical use add an ordinary symptom or wellbeing measure and a follow-up point, since the study measured neither wellbeing nor durability [source for gap: MIT Technology Review 2022 (Aday comment); Glowacki et al. preprint; recommendation: synthesis].
  • Watch for: scores on psychedelic-experience scales are not markers of benefit; the authors note 'statistically indistinguishable' comparisons are not proof of equivalence [source: Glowacki et al. 2022].

4.11 Re-entry and aftercare

  • Purpose / when: immediately after every session.
  • Steps:
    1. Check for cybersickness and after-effects; symptoms can appear or worsen hours later [source: Meta Quest 2 safety instructions].
    2. Advise no driving, cycling, machinery or sport until fully recovered from any dizziness, drowsiness or reduced coordination [source: Meta].
    3. If symptoms occurred, no further VR use until they have gone for several hours; consider gentler content next time; seek medical advice for serious or persistent symptoms or any seizure-like event [source: Meta].
    4. Give a contact route for delayed emotional reactions (grief, depersonalisation, low mood) in the following days [synthesis].
  • Example language (illustrative): "Some people feel a bit floaty for a while afterwards. Please don't drive until that's completely gone, and contact me if anything unsettling comes up over the next few days."

4.12 Programme formats described by developers

  • Weekly open sessions (aNUma): anyone with a VR headset can sign up for weekly Isness sessions; a shortened Isness-D is sold to companies for virtual wellness retreats [source: MIT Technology Review 2022]. Protocol details are not published in the sources used [uncertain].
  • End-of-life and families ("Ripple", "Clear Light"): Ripple is offered to patients, families and caregivers coping with terminal illness; Glowacki personally facilitated sessions for people with cancer and loved ones; one patient with pancreatic cancer joined friends as light bodies days before dying [source: MIT Technology Review 2022]. Clear Light runs seven family sessions initiated by the ill person, or a cohort of people with similar diagnoses; scenes include falling into the meeting point of a descending white sphere and rising red sphere (described by its designer as a simulation of conception), the circle joining hands and dissolving together, and sessions ending in total dissolution; Lama Karma Wall is lead designer and facilitator and names the goals as reducing fear and increasing connection [source: Lion's Roar]. In an observational cohort study of a six-session, three-week home version (VR sessions with video calls and text chat; 15 self-selected people with life-threatening illness), anxiety, depression and wellbeing improved and the programme was well tolerated; there was no randomisation or comparison group [source: Kettner, Glowacki et al. 2025, Frontiers in Virtual Reality, abstract]. A randomised trial in palliative care, with aNUma as a development partner, was announced in Santiago de Compostela for 2025 [source: CiTIUS news, 12 Feb 2025]. The Buddhist interpretations are Wall's.
  • Couples and family therapy pilot: reported as being piloted by a coauthor; no published protocol [source: MIT Technology Review 2022; details uncertain].
  • Clinician's role when adapting: use the platform as a shared-experience adjunct inside an existing therapy, with your own screening, preparation and integration around it; do not present it as therapy in itself [synthesis].

5. Handling problems

The sources used report few problems and give no troubleshooting protocol; most guidance below is [synthesis], with sourced elements tagged.

Documented adverse and bodily effects (Isness-D study, N = 58 post-session reports): one brief episode of nausea, three reports of body aches, three of headaches, six participants crying (with anecdotal reports of more tears), one trembling, two sweats or chills; none described by participants as negative or traumatic [source: Glowacki et al. 2022]. No adverse effects were reported in the journalist's account [source: MIT Technology Review 2022]. The study had no medical exclusions, a small self-selected sample and no follow-up, so rarer harms would not have been detected [source for design limits: Glowacki et al. preprint (no control condition, possible selection bias, no long-term follow-up); inference: synthesis].

General VR adverse effects named by the headset maker: photosensitive seizures, loss of awareness, eye or muscle twitching, involuntary movements, blurred or double vision, dizziness, disorientation, impaired balance or coordination, excessive sweating or drooling, nausea, light-headedness, head or eye pain, drowsiness and fatigue (cybersickness); delayed or lingering after-effects; repetitive-strain symptoms; skin irritation; hearing damage from loud audio; falls and collisions; interference with pacemakers and other implanted devices [source: Meta Quest 2 safety instructions].

Psychological adverse effects analogous to meditation and other ego-attenuating states (anxiety or panic, depersonalisation or derealisation, re-experiencing trauma, grief floods, psychotic or manic decompensation in vulnerable people, grandiosity): not documented for Isness-D in the sources used; included because the method deliberately targets ego dissolution and uses psychedelic-research outcome scales [synthesis; uncertain].

ProblemConcrete response
Cybersickness (sweating, nausea, dizziness, headache)Stop at first symptoms rather than pushing through: headset off, seated, eyes on a fixed real-world point, fresh air and water. No re-entry that session; no further VR until symptoms gone for several hours; no driving until recovered [source: Meta]. Next time: seated or kneeling throughout, shorter exposure, check network lag, consider whether VR suits this client [synthesis].
Photosensitive or seizure-like event (twitching, blackout, loss of awareness)End immediately, remove the headset, protect from injury, follow your service's seizure first-aid procedure and call emergency services if indicated; medical review before any further use [source for stopping and seeing a doctor: Meta; first-aid steps: synthesis]. Do not re-expose without medical clearance.
Panic or claustrophobia in the headsetAgreed stop signal; facilitator voice gives grounding instructions (feel knees on the mat, name the room you are in); offer headset off; never coax them back into coalescence [synthesis].
Feeling invaded during coalescence (especially trauma survivors)Remind them they control their position and can step back to the edge; acknowledge the overlap is virtual; explore in integration what closeness meant. Screen beforehand for boundary-violation trauma and stabilise first [synthesis; journalist's personal-space worry: MIT Technology Review 2022].
Depersonalisation / derealisation persisting after the sessionGrounding, orientation to time and place, reassurance that such states are usually transient after immersive experiences, follow-up within 24–48 hours; refer for assessment if it persists or worsens [synthesis].
Re-experiencing trauma or grief floodPause; integration one-to-one rather than in group; titrate future exposure; in end-of-life groups, expect grief and keep a second clinician available [synthesis; grief context: Lion's Roar, MIT Technology Review 2022].
Ego inflation, 'special mission' or spiritual-emergency presentationReflect without endorsing; check sleep, mood elevation and psychotic symptoms; stop sessions and assess for mania or psychosis if present [synthesis; ego-inflation subscale: Glowacki et al. 2022].
'Nothing happened' / disappointment (stuck client)Normalise: in the study only 29% met criteria for a 'complete' mystical-type experience [source: Glowacki et al. 2022]. Work with whatever was noticed (calm, curiosity, the sense of others' presence); do not frame peak experience as the goal [synthesis].
Resistance to the spiritual framingSay plainly that the designers' spiritual vocabulary (e.g. 'numadelic', Buddhist interpretations) is their own framing; the client can treat it as a sensory, social experience [synthesis; framing sources: Glowacki et al. 2022, Lion's Roar].
Over-attachment / wanting it as a regular escapeFrame VR as an adjunct; discuss what the client is seeking and how to find connectedness offline; note the developers' own caution about unknown enduring effects [synthesis; caution: MIT Technology Review 2022].
Non-adherence (missed sessions, not doing integration)Shorten sessions, schedule integration in the same appointment, check whether cybersickness or tech friction is the real barrier [synthesis].
Technical failure / dropout mid-sessionHost or facilitator flags it; tell the group neutrally; check the dropped participant individually and offer a debrief, since abrupt exit from an immersive state can be jarring. The study excluded 9 participants for technical disruption [source: Glowacki et al. 2022; responses: synthesis].
Group disclosure pressure or a rupture with another participantRemind everyone at the start that sharing is optional; in integration, intervene on judgements of others; repair one-to-one afterwards [synthesis].
Rupture with the therapist (client feels the therapist 'used a gadget' or watched them while vulnerable)Name that you could see their light body but not their face; ask how it was to be observed; review consent and agree what you will and won't observe next time [synthesis].
Client using commercial sessions outside therapyTreat as a self-chosen wellness activity: ask what happens in the sessions, screen for the risks above, and offer integration in therapy [synthesis].

Sources

Pages consulted:

Cited by author, year and title:

  • Glowacki, D. R., Roebuck Williams, R., Wonnacott, M. D., Maynard, O. M., Freire, R., Pike, J. E., & Chatziapostolou, M. (2022). Group VR experiences can produce ego attenuation and connectedness comparable to psychedelics. Scientific Reports, 12. doi:10.1038/s41598-022-12637-z. Methods details are taken from the arXiv preprint full text (cited as "Glowacki et al. preprint"); the published version may differ in detail [uncertain].
  • Glowacki, D. R., et al. Isness: Using multi-person VR to design peak mystical-type experiences comparable to psychedelics. arXiv 2002.00940 [uncertain].